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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- FNetworkPredictionData_Client
- FNoncopyable
- FNetworkPredictionData_Client_Character
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
Include | #include "GameFramework/CharacterMovementComponent.h" |
Syntax
class FNetworkPredictionData_Client_Character :
public FNetworkPredictionData_Client,
protected FNoncopyable
Variables
Type | Name | Description | |
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uint32: 1 | bUpdatePosition | |
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float | ClientUpdateRealTime | Timestamp of last time it sent a servermove() to the server. |
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float | CurrentTimeStamp | Current TimeStamp for sending new Moves to the Server. |
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float | DebugForcedPacketLossTimerStart | Used for simulated packet loss in development builds. |
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TArray< FSavedMovePtr > | FreeMoves | |
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FSavedMovePtr | LastAckedMove | |
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float | LastCorrectionDelta | Used for remembering how much time has passed between server corrections |
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float | LastCorrectionTime | Used to track time of last correction |
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float | LastReceivedAckRealTime | Last World timestamp (undilated, real time) at which we received a server ack for a move. |
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FVector | LastServerLocation | |
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FVector | LastSmoothLocation | Values used for visualization and debugging of simulated net corrections |
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float | MaxClientSmoothingDeltaTime | Max time delta between server updates over which client smoothing is allowed to interpolate. |
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int32 | MaxFreeMoveCount | |
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float | MaxMoveDeltaTime | Max delta time for a given move, in real seconds Based off of AGameNetworkManager::MaxMoveDeltaTime config setting, but can be modified per actor if needed. |
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int32 | MaxSavedMoveCount | |
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float | MaxSmoothNetUpdateDist | Copied value from UCharacterMovementComponent::NetworkMaxSmoothUpdateDistance. |
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FQuat | MeshRotationOffset | Component space offset of the mesh. Used for rotation smoothing in net games. |
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FQuat | MeshRotationTarget | Target for mesh rotation interpolation. |
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FVector | MeshTranslationOffset | World space offset of the mesh. |
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float | NoSmoothNetUpdateDist | Copied value from UCharacterMovementComponent::NetworkNoSmoothUpdateDistance. |
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FQuat | OriginalMeshRotationOffset | Used for rotation smoothing in net games (only used by linear smoothing). |
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FVector | OriginalMeshTranslationOffset | Mesh smoothing variables (for network smoothing)Used for position smoothing in net games |
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FSavedMovePtr | PendingMove | |
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TArray< FCharacterReplaySample > | ReplaySamples | Array of replay samples that we use to interpolate between to get smooth location/rotation/velocity/ect |
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TArray< FSavedMovePtr > | SavedMoves | |
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float | SimulatedDebugDrawTime | |
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double | SmoothingClientTimeStamp | Used to track the client time as we try to match the server. |
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double | SmoothingServerTimeStamp | Used to track the timestamp of the last server move. |
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float | SmoothNetUpdateRotationTime | How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server. |
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float | SmoothNetUpdateTime | How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server. |
Constructors
Type | Name | Description | |
---|---|---|---|
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FNetworkPredictionData_Client_Character
(
const UCharacterMovementComponent& ClientMovement |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | AckMove
(
int32 AckedMoveIndex, |
Ack a given move. |
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FSavedMovePtr | Allocate a new saved move. Subclasses should override this if they want to use a custom move class. | |
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FSavedMovePtr | Tries to pull a pooled move off the free move list, otherwise allocates a new move. | |
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void | FreeMove
(
const FSavedMovePtr& Move |
Return a move to the free move pool. |
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int32 | GetSavedMoveIndex
(
float TimeStamp |
Finds SavedMove index for given TimeStamp. |
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float | UpdateTimeStampAndDeltaTime
(
float DeltaTime, |
Update CurentTimeStamp from passed in DeltaTime. |
Overridden from FNetworkPredictionData_Client
Type | Name | Description | |
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void | AddStructReferencedObjects
(
FReferenceCollector& Collector |
Allows references to be considered during GC |
Typedefs
Name | Description |
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Super |