unreal.NetworkPredictionComponent
¶
- class unreal.NetworkPredictionComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponent
UNetworkPredictionComponent This is the base component for running a TNetworkedSimulationModel through an actor component. This contains the boiler plate hooks into getting the system initialized and plugged into the UE4 replication system.
This is an abstract component and cannot function on its own. It must be subclassed and InitializeNetworkPredictionProxy must be implemented. Ticking and RPC sending will be handled automatically.
Its also worth pointing out that nothing about being a UActorComponent is essential here. All that this component does could be done within an AActor itself. An actor component makes sense for flexible/reusable code provided by the plugin. But there is nothing stopping you from copying this directly into an actor if you had reason to.
C++ Source:
Plugin: NetworkPrediction
Module: NetworkPrediction
File: NetworkPredictionComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!