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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- IPhysicsReplication
- FPhysicsReplication
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/PhysicsReplication.h |
Include | #include "PhysicsReplication.h" |
Syntax
class FPhysicsReplication : public IPhysicsReplication
Constructors
Type | Name | Description | |
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FPhysicsReplication
(
FPhysScene* PhysScene |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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bool | ApplyRigidBodyState
(
float DeltaSeconds, |
|
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bool | ApplyRigidBodyState
(
float DeltaSeconds, |
Called when a dynamic rigid body receives a physics update |
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UWorld * | ||
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const UWorld * | ||
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void | OnSetReplicatedTarget
(
UPrimitiveComponent* Component, |
|
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void | OnTargetRestored
(
TWeakObjectPtr< UPrimitiveComponent > Component, |
|
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void | OnTick
(
float DeltaSeconds, |
Update the physics body state given a set of replicated targets |
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bool | Helper method so the Skip Replication CVar can be check elsewhere (including game extensions to this class) |
Overridden from IPhysicsReplication
Type | Name | Description | |
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void | RemoveReplicatedTarget
(
UPrimitiveComponent* Component |
Remove the replicated target |
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void | SetReplicatedTarget
(
UPrimitiveComponent* Component, |
|
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void | Tick
(
float DeltaSeconds |
Tick and update all body states according to replicated targets |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | SetReplicatedTarget
(
UPrimitiveComponent* Component, |
SetReplicatedTarget now takes the ServerFrame. Please update calls and overloads. |