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The base class for async physics data. Inherit from this to create custom data for async physics tick. When no data is available (say due to massive latency or packet loss) we fall back on the default constructed data. This means you should set the default values to something equivalent to no input (for example bPlayerWantsToJump should probably default to false)
| Name | UAsyncPhysicsData |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/AsyncPhysicsData.h |
| Include Path | #include "Physics/AsyncPhysicsData.h" |
Syntax
UCLASS (BlueprintType, Blueprintable, MinimalAPI)
class UAsyncPhysicsData : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAsyncPhysicsData
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UAsyncPhysicsData() |
Physics/AsyncPhysicsData.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ServerFrame | int32 | Physics/AsyncPhysicsData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetServerFrame() |
Physics/AsyncPhysicsData.h |