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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FPhysicsReplication
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ApplyRigidBodyState
(
float DeltaSeconds, |
PhysicsReplication.h | ||
virtual bool ApplyRigidBodyState
(
float DeltaSeconds, |
Called when a dynamic rigid body receives a physics update | PhysicsReplication.h |
ApplyRigidBodyState(float, FBodyInstance , FReplicatedPhysicsTarget &, const FRigidBodyErrorCorrection &, const float, bool )
| Name | ApplyRigidBodyState |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/PhysicsReplication.h |
| Include Path | #include "PhysicsReplication.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysicsReplication.cpp |
virtual bool ApplyRigidBodyState
(
float DeltaSeconds,
FBodyInstance * BI,
FReplicatedPhysicsTarget & PhysicsTarget,
const FRigidBodyErrorCorrection & ErrorCorrection,
const float PingSecondsOneWay,
bool * bDidHardSnap
)
ApplyRigidBodyState(float, FBodyInstance *, FReplicatedPhysicsTarget &, const FRigidBodyErrorCorrection &, const float, int32, int32)
Description
Called when a dynamic rigid body receives a physics update
| Name | ApplyRigidBodyState |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/PhysicsReplication.h |
| Include Path | #include "PhysicsReplication.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysicsReplication.cpp |
virtual bool ApplyRigidBodyState
(
float DeltaSeconds,
FBodyInstance * BI,
FReplicatedPhysicsTarget & PhysicsTarget,
const FRigidBodyErrorCorrection & ErrorCorrection,
const float PingSecondsOneWay,
int32 LocalFrame,
int32 NumPredictedFrames
)