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| Name | FNetworkPredictionData_Server_Character |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
| Include Path | #include "GameFramework/CharacterMovementComponent.h" |
Syntax
class FNetworkPredictionData_Server_Character :
public FNetworkPredictionData_Server ,
protected FNoncopyable
Inheritance Hierarchy
- FNetworkPredictionData_Server → FNetworkPredictionData_Server_Character
- FNoncopyable → FNetworkPredictionData_Server_Character
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FNetworkPredictionData_Server_Character
(
const UCharacterMovementComponent& ServerMovement |
GameFramework/CharacterMovementComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FNetworkPredictionData_Server_Character() |
GameFramework/CharacterMovementComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceClientUpdate | uint32 | Force client update on the next ServerMoveHandleClientError() call. | GameFramework/CharacterMovementComponent.h | |
| bResolvingTimeDiscrepancy | bool | True if currently in the process of resolving time discrepancy | GameFramework/CharacterMovementComponent.h | |
| CurrentClientTimeStamp | float | Timestamp from the client of most recent ServerMove() processed for this player. | GameFramework/CharacterMovementComponent.h | |
| LastReceivedClientTimeStamp | float | Timestamp from the client of most recent ServerMove() received for this player, including rejected requests. | GameFramework/CharacterMovementComponent.h | |
| LastUpdateTime | float | Last time server updated client with a move correction | GameFramework/CharacterMovementComponent.h | |
| LifetimeRawTimeDiscrepancy | float | Accumulated timestamp difference between autonomous client and server for tracking long-term trends | 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 | |
| PendingAdjustment | FClientAdjustment | GameFramework/CharacterMovementComponent.h | ||
| ServerAccumulatedClientTimeStamp | double | Timestamp of total elapsed client time. | GameFramework/CharacterMovementComponent.h | |
| ServerTimeStampLastServerMove | float | Server clock time when last server move was received from client (does NOT include forced moves on server) | GameFramework/CharacterMovementComponent.h | |
| TimeDiscrepancy | float | Current time discrepancy between client-reported moves and time passed on the server. | GameFramework/CharacterMovementComponent.h | |
| TimeDiscrepancyAccumulatedClientDeltasSinceLastServerTick | float | When bResolvingTimeDiscrepancy is true, we are in time discrepancy resolution mode where we bound move deltas by Server Deltas. | GameFramework/CharacterMovementComponent.h | |
| TimeDiscrepancyResolutionMoveDeltaOverride | float | When bResolvingTimeDiscrepancy is true, we are in time discrepancy resolution mode whose output is this value (to be used as the DeltaTime for current ServerMove) | GameFramework/CharacterMovementComponent.h | |
| WorldCreationTime | float | Creation time of this prediction data, used to contextualize LifetimeRawTimeDiscrepancy | GameFramework/CharacterMovementComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetBaseServerMoveDeltaTime
(
float ClientTimeStamp, |
Returns base time delta to use for a ServerMove, default calculation (no time discrepancy resolution) | GameFramework/CharacterMovementComponent.h | |
float GetServerMoveDeltaTime
(
float ClientTimeStamp, |
Returns time delta to use for the current ServerMove(). | GameFramework/CharacterMovementComponent.h |
Overridden from FNetworkPredictionData_Server
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Archive |
GameFramework/CharacterMovementComponent.h |