unreal.NetworkPhysicsSettingsNetworkPhysicsComponent

class unreal.NetworkPhysicsSettingsNetworkPhysicsComponent

Bases: StructBase

Network Physics Settings Network Physics Component

C++ Source:

  • Module: Engine

  • File: NetworkPhysicsSettingsComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_input_extrapolation (bool): [Read-Write] 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.

  • apply_data_instead_of_merge_data (bool): [Read-Write] 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.

  • compare_input_to_trigger_rewind (bool): [Read-Write] 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.

  • compare_state_to_trigger_rewind (bool): [Read-Write] 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.

  • enable_reliable_flow (bool): [Read-Write] 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.

  • enable_unreliable_flow (bool): [Read-Write] 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.

  • override_allow_input_extrapolation (bool): [Read-Write]

  • override_apply_data_instead_of_merge_data (bool): [Read-Write]

  • override_compare_input_to_trigger_rewind (bool): [Read-Write]

  • override_compare_state_to_trigger_rewind (bool): [Read-Write]

  • override_enable_reliable_flow (bool): [Read-Write]

  • override_enable_unreliable_flow (bool): [Read-Write]

  • override_redundant_inputs (bool): [Read-Write]

  • override_redundant_states (bool): [Read-Write]

  • override_validate_data_on_game_thread (bool): [Read-Write]

  • redundant_inputs (uint16): [Read-Write] Overrides CVar: np2.Resim.RedundantInputs – How many extra inputs to send with each unreliable network message, to account for packetloss.

  • redundant_states (uint16): [Read-Write] Overrides CVar: np2.Resim.RedundantStates – How many extra states to send with each unreliable network message, to account for packetloss.

  • validate_data_on_game_thread (bool): [Read-Write] 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.