unreal.NetworkPhysicsSettingsNetworkPhysicsComponent¶
- class unreal.NetworkPhysicsSettingsNetworkPhysicsComponent¶
Bases:
StructBaseNetwork 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.