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API > API/Runtime > API/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 | |
|---|---|---|---|
FPhysicsReplication
(
FPhysScene* PhysScene |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | ApplyRigidBodyState
(
float DeltaSeconds, |
||
| bool | ApplyRigidBodyState
(
float DeltaSeconds, |
Called when a dynamic rigid body receives a physics update | |
| UWorld * | |||
| const UWorld * | |||
| void | OnSetReplicatedTarget
(
UPrimitiveComponent* Component, |
||
| void | OnTargetRestored
(
TWeakObjectPtr< UPrimitiveComponent > Component, |
||
| void | OnTick
(
float DeltaSeconds, |
Update the physics body state given a set of replicated targets | |
| bool | Helper method so the Skip Replication CVar can be check elsewhere (including game extensions to this class) |
Overridden from IPhysicsReplication
| Type | Name | Description | |
|---|---|---|---|
| void | RemoveReplicatedTarget
(
UPrimitiveComponent* Component |
Remove the replicated target | |
| void | SetReplicatedTarget
(
UPrimitiveComponent* Component, |
||
| void | Tick
(
float DeltaSeconds |
Tick and update all body states according to replicated targets |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | SetReplicatedTarget
(
UPrimitiveComponent* Component, |
SetReplicatedTarget now takes the ServerFrame. Please update calls and overloads. |