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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/APlayerController
Syntax
FInputCmdBuffer
Remarks
DEPRECATED 5.4, physics frame offset and time dilation handled via ClientAckTimeDilation() and ClientSetupAsyncPhysicsTimestamp() Frame number exchange. This doesn't inherently do anything but is used by the network prediction physics system. This may be moved out at some point.
This is meant to provide a mechanism for client side prediction to correlate client input and server frame numbers. Frame is a loose concept here. It doesn't necessary mean GFrameNumber. Its just an arbitrary increasing sequence of numbers that is used to label discrete units of client->Server input. For example the main thread may tick at a high variable rate but input is generated at a fixed step interval.