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.apply_input_decay_over_set_time(bool): [Read-Write] Overrides CVar: np2.Resim.ApplyInputDecayOverSetTime – When true, apply the Input Decay Curve over a set amount of time instead of over the start of input prediction and end of resim which is variable each resimulationapply_sim_proxy_input_at_runtime(bool): [Read-Write] Overrides CVar: np2.Resim.ApplySimProxyInputAtRuntime – When true, call ApplyData on received inputs for simulated proxies at runtime.apply_sim_proxy_state_at_runtime(bool): [Read-Write] Overrides CVar: np2.Resim.ApplySimProxyStateAtRuntime – When true, call ApplyData on received states for simulated proxies at runtime.compare_input_to_trigger_rewind(bool): [Read-Write] Overrides CVar: np2.Resim.CompareInputToTriggerRewind – When true, compare local predicted FNetworkPhysicsData input with incoming server input 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 FNetworkPhysicsData state in rewind history and compare the predicted state with incoming server state to trigger resimulations if they differ, comparison done through FNetworkPhysicsData::CompareData.compare_state_to_trigger_rewind_include_sim_proxies(bool): [Read-Write] Overrides CVar: np2.Resim.CompareStateToTriggerRewind.IncludeSimProxies – When true, include simulated proxies when np2.Resim.CompareStateToTriggerRewind is enabled.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.input_decay_curve(RuntimeFloatCurve): [Read-Write] Curve for input decay during resimulation if input is being reused.XAxis = Alpha value from 0.0 to 1.0 where 0 is the start of reusing input and 1 is the last time we will reuse the input this resimulation.
YAxis = The Input Decay value from 0.0 to 1.0 (as a percentage where 1.0 = 100% decay) for the given Alpha.
input_decay_set_time(float): [Read-Write] Overrides CVar: np2.Resim.InputDecaySetTime – Applied when np2.Resim.ApplyInputDecayOverSetTime is true, read there for more info. Set time to apply Input Decay Curve over while predicting inputs during resimulationoverride_allow_input_extrapolation(bool): [Read-Write]override_apply_data_instead_of_merge_data(bool): [Read-Write]override_apply_input_decay_over_set_time(bool): [Read-Write]override_apply_sim_proxy_input_at_runtime(bool): [Read-Write]override_apply_sim_proxy_state_at_runtime(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_input_decay_set_time(bool): [Read-Write]override_redundant_inputs(bool): [Read-Write] Override propertiesoverride_redundant_remote_inputs(bool): [Read-Write]override_redundant_states(bool): [Read-Write]override_trigger_resim_on_input_receive(bool): [Read-Write]override_validate_data_on_game_thread(bool): [Read-Write]overrideb_compare_state_to_trigger_rewind_include_sim_proxies(bool): [Read-Write]redundant_inputs(uint16): [Read-Write] Overrides CVarnp2.Resim.RedundantInputs – How many extra inputs to send with each unreliable network message, to account for packetloss.From owning client to server and server to owning client.NOTE: This is disabled while np2.Resim.DynamicInputScaling.Enabled is enabled.
redundant_remote_inputs(uint16): [Read-Write] Overrides CVar: np2.Resim.RedundantRemoteInputs – How many extra inputs to send with each unreliable network message, to account for packetloss. From Server to remote clients.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. From Server to remote clients.trigger_resim_on_input_receive(bool): [Read-Write] Overrides CVar: np2.Resim.TriggerResimOnInputReceive – When true, a resimulation will be requested to the frame of the latest frame of received inputs this framevalidate_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.