unreal.NetworkPhysicsSettingsResimulationErrorCorrection¶
- class unreal.NetworkPhysicsSettingsResimulationErrorCorrection¶
Bases:
StructBaseNetwork Physics Settings Resimulation Error Correction
C++ Source:
Module: Engine
File: NetworkPhysicsSettingsComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
override_resim_error_interpolation_settings(bool): [Read-Write] Enable override for post-resimulation error correction settings during render interpolation NOTE: This currently does not work if the experimental p.RenderInterp.ErrorVelocityCorrection CVar is set to true (false by default)resim_error_correction_duration(float): [Read-Write] Overrides CVar: p.RenderInterp.ErrorCorrectionDuration – How long in seconds to apply error correction overresim_error_directional_decay_multiplier(float): [Read-Write] Overrides CVar: p.RenderInterp.DirectionalDecayMultiplier – Decay error offset in the direction that the physics object is moving, value is multiplier of projected offset direction, 0.25 means a 25 % decay of the magnitude in the direction of physics travel.Deactivate by setting to 0resim_error_maximum_desync_time_before_snapping(float): [Read-Write] Overrides CVar: p.RenderInterp.MaximumErrorCorrectionDesyncTimeBeforeSnapping – Time multiplied by the particles velocity to get the distance that error correction will be performed within without snapping, disable by setting a negative value NOTE: ResimErrorMaximumDistanceBeforeSnapping will act as a lowest distance clamp.resim_error_maximum_distance_before_snapping(float): [Read-Write] Overrides CVar : p.RenderInterp.MaximumErrorCorrectionBeforeSnapping – Maximum error correction in cm before we stop interpolating and snap to target