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bool |
bAllowInputExtrapolation |
Overrides CVar: np2.Resim.AllowInputExtrapolation When true and not locally controlled, allow inputs to be extrapolated from last known and if there is a gap allow interpolation between two known inputs. |
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bool |
bApplyDataInsteadOfMergeData |
Overrides CVar: np2.Resim.ApplyDataInsteadOfMergeData When true, call ApplyData for each data instead of MergeData when having to use multiple data entries in one frame. |
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bool |
bCompareInputToTriggerRewind |
Overrides CVar: np2.Resim.CompareInputToTriggerRewind When true, compare local players predicted inputs with incoming server inputs to trigger resimulations if they differ, comparison done through FNetworkPhysicsData::CompareData. |
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bool |
bCompareStateToTriggerRewind |
Overrides CVar: np2.Resim.CompareStateToTriggerRewind When true, cache local players custom state struct in rewind history and compare the predicted state with incoming server state to trigger resimulations if they differ, comparison done through FNetworkPhysicsData::CompareData. |
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bool |
bEnableReliableFlow |
Overrides CVar: np2.Resim.EnableReliableFlow EXPERIMENTAL When true, allow data to be sent reliably. Also send FNetworkPhysicsData marked with FNetworkPhysicsData::bimportant reliably over the network. |
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bool |
bEnableUnreliableFlow |
Overrides CVar: np2.Resim.EnableUnreliableFlow When true, allow data to be sent unreliably. Also sends FNetworkPhysicsData not marked with FNetworkPhysicsData::bimportant unreliably over the network. |
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uint32: 1 |
bOverrideAllowInputExtrapolation |
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uint32: 1 |
bOverrideApplyDataInsteadOfMergeData |
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uint32: 1 |
bOverrideCompareInputToTriggerRewind |
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uint32: 1 |
bOverrideCompareStateToTriggerRewind |
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uint32: 1 |
bOverrideEnableReliableFlow |
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uint32: 1 |
bOverrideEnableUnreliableFlow |
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uint32: 1 |
bOverrideRedundantInputs |
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uint32: 1 |
bOverrideRedundantStates |
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uint32: 1 |
bOverrideValidateDataOnGameThread |
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bool |
bValidateDataOnGameThread |
Overrides CVar: np2.Resim.ValidateDataOnGameThread When true, perform server-side input validation through FNetworkPhysicsData::ValidateData on the Game Thread. If false, perform the call on the Physics Thread. |
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uint16 |
RedundantInputs |
Overrides CVar: np2.Resim.RedundantInputs How many extra inputs to send with each unreliable network message, to account for packetloss. |
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uint16 |
RedundantStates |
Overrides CVar: np2.Resim.RedundantStates How many extra states to send with each unreliable network message, to account for packetloss. |