Navigation
API > API/Runtime > API/Runtime/Engine
Replicated movement data of our RootComponent. Struct used for efficient replication as velocity and location are generally replicated together (this saves a repindex) and velocity.Z is commonly zero (most position replications are for walking pawns).
| Name | FRepMovement |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/ReplicatedState.h |
| Include Path | #include "Engine/ReplicatedState.h" |
Syntax
USTRUCT ()
struct FRepMovement
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRepMovement() |
Engine/ReplicatedState.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| EnableMultiplayerWorldOriginRebasing | int32 | True if multiplayer rebasing is enabled, corresponds to p.EnableMultiplayerWorldOriginRebasing console variable | Engine/ReplicatedState.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Acceleration | FVector | Acceleration of component in world space. Only valid if bRepAcceleration is set. | Engine/ReplicatedState.h |
|
| AngularVelocity | FVector | Velocity of rotation for component (only valid if bRepPhysics is set) | Engine/ReplicatedState.h |
|
| bRepAcceleration | uint8 | If set, additional acceleration data will be replicated. | Engine/ReplicatedState.h |
|
| bRepPhysics | uint8 | If set, additional physic data (angular velocity) will be replicated. | Engine/ReplicatedState.h |
|
| bSimulatedPhysicSleep | uint8 | If set, RootComponent should be sleeping. | Engine/ReplicatedState.h |
|
| LinearVelocity | FVector | Velocity of component in world space | Engine/ReplicatedState.h |
|
| Location | FVector | Location in world space | Engine/ReplicatedState.h |
|
| LocationQuantizationLevel | EVectorQuantization | Allows tuning the compression level for the replicated location vector. | Engine/ReplicatedState.h |
|
| Rotation | FRotator | Current rotation | Engine/ReplicatedState.h |
|
| RotationQuantizationLevel | ERotatorQuantization | Allows tuning the compression level for replicated rotation. | Engine/ReplicatedState.h |
|
| ServerFrame | int32 | Server physics step | Engine/ReplicatedState.h |
|
| ServerPhysicsHandle | int32 | ID assigned by server used to ensure determinism by physics. | Engine/ReplicatedState.h |
|
| VelocityQuantizationLevel | EVectorQuantization | Allows tuning the compression level for the replicated velocity vectors. | Engine/ReplicatedState.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CopyTo
(
FRigidBodyState& RBState, |
Engine/ReplicatedState.h | ||
void FillFrom
(
const FRigidBodyState& RBState, |
Engine/ReplicatedState.h | ||
bool NetSerialize
(
FArchive& Ar, |
Engine/ReplicatedState.h | ||
bool SerializeQuantizedVector
(
FArchive& Ar, |
Engine/ReplicatedState.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FVector RebaseOntoLocalOrigin
(
const FVector& Location, |
Rebase zero-origin position onto local world origin value. | Engine/ReplicatedState.h | |
static FVector RebaseOntoLocalOrigin
(
const FVector& Location, |
Rebase zero-origin position onto an Actor's local world origin. | Engine/ReplicatedState.h | |
static FVector RebaseOntoLocalOrigin
(
const FVector& Location, |
Rebase zero-origin position onto local world origin value based on an actor component's world. | Engine/ReplicatedState.h | |
static FVector RebaseOntoZeroOrigin
(
const FVector& Location, |
Rebase local-origin position onto zero world origin value. | Engine/ReplicatedState.h | |
static FVector RebaseOntoZeroOrigin
(
const FVector& Location, |
Rebase an Actor's local-origin position onto zero world origin value. | Engine/ReplicatedState.h | |
static FVector RebaseOntoZeroOrigin
(
const FVector& Location, |
Rebase local-origin position onto zero world origin value based on an actor component's world. | Engine/ReplicatedState.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FRepMovement& Other |
Engine/ReplicatedState.h | ||
bool operator==
(
const FRepMovement& Other |
Engine/ReplicatedState.h |