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API > API/Runtime > API/Runtime/Engine
| Name | FPhysicsReplication |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/PhysicsReplication.h |
| Include Path | #include "PhysicsReplication.h" |
Syntax
class FPhysicsReplication : public IPhysicsReplication
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPhysicsReplication
(
FPhysScene* PhysScene |
PhysicsReplication.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FPhysicsReplication() |
PhysicsReplication.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AsyncInput | FPhysicsReplicationAsyncInput * | PhysicsReplication.h | ||
| PhysicsReplicationAsync | FPhysicsReplicationAsync * | PhysicsReplication.h | ||
| PhysScene | FPhysScene * | PhysicsReplication.h | ||
| ReplicatedTargetsQueue | TArray< FReplicatedPhysicsTarget > | PhysicsReplication.h | ||
| SettingsCurrent | TWeakObjectPtr< UNetworkPhysicsSettingsComponent > | PhysicsReplication.h |
Functions
Public
Overridden from IPhysicsReplication
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void RemoveReplicatedTarget
(
UPrimitiveComponent* Component |
Remove the replicated target | PhysicsReplication.h | |
virtual void SetReplicatedTarget
(
UPrimitiveComponent* Component, |
Sets the latest replicated target for a body instance | PhysicsReplication.h | |
virtual void Tick
(
float DeltaSeconds |
Tick and update all body states according to replicated targets | PhysicsReplication.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ApplyRigidBodyState
(
float DeltaSeconds, |
Called when a dynamic rigid body receives a physics update | PhysicsReplication.h | |
virtual bool ApplyRigidBodyState
(
float DeltaSeconds, |
PhysicsReplication.h | ||
const UWorld * GetOwningWorld () |
PhysicsReplication.h | ||
UWorld * GetOwningWorld () |
PhysicsReplication.h | ||
virtual void OnSetReplicatedTarget
(
UPrimitiveComponent* Component, |
PhysicsReplication.h | ||
virtual void OnTargetRestored
(
TWeakObjectPtr< UPrimitiveComponent > Component, |
PhysicsReplication.h | ||
virtual void OnTick
(
float DeltaSeconds, |
Update the physics body state given a set of replicated targets | PhysicsReplication.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool ShouldSkipPhysicsReplication() |
Helper method so the Skip Replication CVar can be check elsewhere (including game extensions to this class) | PhysicsReplication.h |