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| Name | FNetworkPredictionData_Client_Character |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
| Include Path | #include "GameFramework/CharacterMovementComponent.h" |
Syntax
class FNetworkPredictionData_Client_Character :
public FNetworkPredictionData_Client ,
protected FNoncopyable
Inheritance Hierarchy
- FNetworkPredictionData_Client → FNetworkPredictionData_Client_Character
- FNoncopyable → FNetworkPredictionData_Client_Character
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FNetworkPredictionData_Client_Character
(
const UCharacterMovementComponent& ClientMovement |
GameFramework/CharacterMovementComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FNetworkPredictionData_Client_Character() |
GameFramework/CharacterMovementComponent.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Super | FNetworkPredictionData_Client | GameFramework/CharacterMovementComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUpdatePosition | uint32 | GameFramework/CharacterMovementComponent.h | ||
| ClientUpdateRealTime | float | Timestamp of last time it sent a servermove() to the server. | GameFramework/CharacterMovementComponent.h | |
| CurrentTimeStamp | float | Current TimeStamp for sending new Moves to the Server. | GameFramework/CharacterMovementComponent.h | |
| DebugForcedPacketLossTimerStart | float | Used for simulated packet loss in development builds. | GameFramework/CharacterMovementComponent.h | |
| FreeMoves | TArray< FSavedMovePtr > | GameFramework/CharacterMovementComponent.h | ||
| LastAckedMove | FSavedMovePtr | GameFramework/CharacterMovementComponent.h | ||
| LastCorrectionDelta | float | Used for remembering how much time has passed between server corrections | GameFramework/CharacterMovementComponent.h | |
| LastCorrectionTime | float | Used to track time of last correction | GameFramework/CharacterMovementComponent.h | |
| LastReceivedAckRealTime | float | Last World timestamp (undilated, real time) at which we received a server ack for a move. | GameFramework/CharacterMovementComponent.h | |
| LastServerLocation | FVector | GameFramework/CharacterMovementComponent.h | ||
| LastSmoothLocation | FVector | Values used for visualization and debugging of simulated net corrections | GameFramework/CharacterMovementComponent.h | |
| MaxClientSmoothingDeltaTime | float | Max time delta between server updates over which client smoothing is allowed to interpolate. | GameFramework/CharacterMovementComponent.h | |
| MaxFreeMoveCount | int32 | GameFramework/CharacterMovementComponent.h | ||
| MaxMoveDeltaTime | float | Max delta time for a given move, in real seconds Based off of AGameNetworkManager::MaxMoveDeltaTime config setting, but can be modified per actor if needed. | GameFramework/CharacterMovementComponent.h | |
| MaxSavedMoveCount | int32 | GameFramework/CharacterMovementComponent.h | ||
| MaxSmoothNetUpdateDist | float | Copied value from UCharacterMovementComponent::NetworkMaxSmoothUpdateDistance. | GameFramework/CharacterMovementComponent.h | |
| MeshRotationOffset | FQuat | Component space offset of the mesh. Used for rotation smoothing in net games. | GameFramework/CharacterMovementComponent.h | |
| MeshRotationTarget | FQuat | Target for mesh rotation interpolation. | GameFramework/CharacterMovementComponent.h | |
| MeshTranslationOffset | FVector | World space offset of the mesh. | GameFramework/CharacterMovementComponent.h | |
| NoSmoothNetUpdateDist | float | Copied value from UCharacterMovementComponent::NetworkNoSmoothUpdateDistance. | GameFramework/CharacterMovementComponent.h | |
| OriginalMeshRotationOffset | FQuat | Used for rotation smoothing in net games (only used by linear smoothing). | GameFramework/CharacterMovementComponent.h | |
| OriginalMeshTranslationOffset | FVector | Mesh smoothing variables (for network smoothing) Used for position smoothing in net games | GameFramework/CharacterMovementComponent.h | |
| PendingMove | FSavedMovePtr | GameFramework/CharacterMovementComponent.h | ||
| SavedMoves | TArray< FSavedMovePtr > | GameFramework/CharacterMovementComponent.h | ||
| SimulatedDebugDrawTime | float | GameFramework/CharacterMovementComponent.h | ||
| SmoothingClientTimeStamp | double | Used to track the client time as we try to match the server. | GameFramework/CharacterMovementComponent.h | |
| SmoothingServerTimeStamp | double | Used to track the timestamp of the last server move. | GameFramework/CharacterMovementComponent.h | |
| SmoothNetUpdateRotationTime | float | How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server. | GameFramework/CharacterMovementComponent.h | |
| SmoothNetUpdateTime | float | How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server. | GameFramework/CharacterMovementComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AckMove
(
int32 AckedMoveIndex, |
Ack a given move. | GameFramework/CharacterMovementComponent.h | |
virtual FSavedMovePtr AllocateNewMove() |
Allocate a new saved move. Subclasses should override this if they want to use a custom move class. | GameFramework/CharacterMovementComponent.h | |
virtual FSavedMovePtr CreateSavedMove () |
Tries to pull a pooled move off the free move list, otherwise allocates a new move. | GameFramework/CharacterMovementComponent.h | |
virtual void FreeMove
(
const FSavedMovePtr& Move |
Return a move to the free move pool. | GameFramework/CharacterMovementComponent.h | |
int32 GetSavedMoveIndex
(
float TimeStamp |
Finds SavedMove index for given TimeStamp. | GameFramework/CharacterMovementComponent.h | |
float UpdateTimeStampAndDeltaTime
(
float DeltaTime, |
Update CurentTimeStamp from passed in DeltaTime. | GameFramework/CharacterMovementComponent.h |
Overridden from FNetworkPredictionData_Client
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddStructReferencedObjects
(
FReferenceCollector& Collector |
Allows references to be considered during GC | GameFramework/CharacterMovementComponent.h |