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Unreal Engine C++ API Reference > Runtime > Engine > Interfaces
Inheritance Hierarchy
- FNetworkPredictionData_Server
- FNetworkPredictionData_Server_Character
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Interfaces/NetworkPredictionInterface.h |
Include | #include "Interfaces/NetworkPredictionInterface.h" |
Syntax
class FNetworkPredictionData_Server
Remarks
Network data representation on the server.
Variables
Type | Name | Description | |
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uint8: 1 | bForcedUpdateDurationExceeded | Set to true while bTriggeringForcedUpdates is true and after update duration has been exceeded (when server will stop forcing updates). |
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uint8: 1 | bLastRequestNeedsForcedUpdates | Set to true if last received move request is bad and needs correction |
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uint8: 1 | bTriggeringForcedUpdates | Set to true while requirements for ForcePositionUpdate interval are met, and set back to false after updates are received again. |
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float | ServerTimeBeginningForcedUpdates | Initial ServerTimeStamp that triggered a ForcedPositionUpdate series. |
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float | ServerTimeLastForcedUpdate | ServerTimeStamp last time we called ForcePositionUpdate. |
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float | ServerTimeStamp | Server clock time when last server move was received or movement was forced to be processed |
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddStructReferencedObjects
(
FReferenceCollector& Collector |
Can be overridden to allow references to be accounted for during GC |
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void |