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| Name | FReplicatedPhysicsTarget |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/PhysicsReplication.h |
| Include Path | #include "PhysicsReplication.h" |
Syntax
struct FReplicatedPhysicsTarget
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FReplicatedPhysicsTarget
(
Chaos::FConstPhysicsObjectHandle POHandle |
PhysicsReplication.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AccumulatedErrorSeconds | float | Physics sync error accumulation | PhysicsReplication.h | |
| ArrivedTimeSeconds | float | Client time when target state arrived | PhysicsReplication.h | |
| BoneName | FName | The bone name used to find the body | PhysicsReplication.h | |
| ErrorHistory | FDebugFloatHistory | PhysicsReplication.h | ||
| PhysicsObject | Chaos::FConstPhysicsObjectHandle | Index of physics object on component | PhysicsReplication.h | |
| PrevPos | FVector | PhysicsReplication.h | ||
| PrevPosTarget | FVector | Correction values from previous update | PhysicsReplication.h | |
| ReplicationMode | EPhysicsReplicationMode | The replication mode the target should be used with | PhysicsReplication.h | |
| ServerFrame | int32 | ServerFrame this target was replicated on (must be converted to local frame prior to client-side use) | PhysicsReplication.h | |
| TargetState | FRigidBodyState | The target state replicated by server | PhysicsReplication.h |