Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Physics
Inheritance Hierarchy
- IRewindCallback
- FNetworkPhysicsCallback
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsComponent.h |
| Include | #include "Physics/NetworkPhysicsComponent.h" |
Syntax
struct FNetworkPhysicsCallback : public Chaos::IRewindCallback
Remarks
Network physics rewind callback to manage all the sim callbacks rewind functionalities
Variables
| Type | Name | Description | |
|---|---|---|---|
| FOnInjectInputsExternal | InjectInputsExternal | Bind to this for additional processing on the GT during InjectInputs_External() | |
| ENetMode | NetMode | Current NetMode. | |
| FOnPostProcessInputsInternal | PostProcessInputsInternal | ||
| FOnPreProcessInputsInternal | PreProcessInputsInternal | Delegate on the internal inputs process. | |
| TArray< Chaos::ISimCallbackObject * > | RewindableCallbackObjects | List of rewindable sim callback objects. | |
| UWorld * | World | World owning that callback. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FNetworkPhysicsCallback
(
UWorld* InWorld |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | UpdateClientPlayer_External
(
int32 PhysicsStep |
Update client player on GT. | |
| void | Cache the current netmode for use in PT. | ||
| void | UpdateReplicationMap_Internal
(
int32 PhysicsStep |
Updates the TMap on PhysScene that stores (non interpolated) physics data for replication. | |
| void | UpdateServerPlayer_External
(
int32 PhysicsStep |
Update server player on GT. |
Overridden from IRewindCallback
| Type | Name | Description | |
|---|---|---|---|
| void | ApplyCallbacks_Internal
(
int32 PhysicsStep, |
Called after any presim callbacks are triggered and after physics data has marshalled over in order to modify the sim callback outputs | |
| void | InjectInputs_External
(
int32 PhysicsStep, |
Rewind API. | |
| void | ProcessInputs_External
(
int32 PhysicsStep, |
Called before any inputs are marshalled over to the physics thread. | |
| void | ProcessInputs_Internal
(
int32 PhysicsStep, |
Called before any sim callbacks are triggered but after physics data has marshalled over This means brand new physics particles are already created for example, and any pending game thread modifications have happened See ISimCallbackObject for recording inputs to callbacks associated with this PhysicsStep | |
| void | Register a sim callback onto the rewind callback | ||
| int32 | TriggerRewindIfNeeded_Internal
(
int32 LatestStepCompleted |
Called after sim step to give the option to rewind. |