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API > API/Plugins > API/Plugins/ChaosMover
| Name | UChaosMoverBackendComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/ChaosMover/Source/ChaosMover/Public/ChaosMover/Backends/ChaosMoverBackend.h |
| Include Path | #include "ChaosMover/Backends/ChaosMoverBackend.h" |
Syntax
UCLASS (MinimalAPI, Within=MoverComponent)
class UChaosMoverBackendComponent :
public UActorComponent ,
public IMoverBackendLiaisonInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UChaosMoverBackendComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UChaosMoverBackendComponent() |
ChaosMover/Backends/ChaosMoverBackend.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NextUniqueSimCommandID | uint8 | Unique ID counter for sim commands. | ChaosMover/Backends/ChaosMoverBackend.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FMoverTimeStep & GetPreRollbackTimeStep() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
const UChaosMoverSimulation * GetSimulation () |
ChaosMover/Backends/ChaosMoverBackend.h | ||
| ChaosMover/Backends/ChaosMoverBackend.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConsumeOutputData
(
const FMoverTimeStep& TimeStep, |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void FinalizeFrame
(
double ResultsTimeInMs |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void ProduceInputData
(
int32 PhysicsStep, |
ChaosMover/Backends/ChaosMoverBackend.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void InitializeComponent() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void UninitializeComponent() |
ChaosMover/Backends/ChaosMoverBackend.h |
Overridden from IMoverBackendLiaisonInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 GetCurrentSimFrame() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual double GetCurrentSimTimeMs() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual float GetEventSchedulingMinDelaySeconds() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual FMoverTime GetScheduledNetworkTime
(
const FMoverTime& Time |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual bool IsAsync() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual bool IsFixedDt() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void OnSimulationRollback
(
const FMoverSyncState& NewSyncState, |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual bool ShouldResim() |
ChaosMover/Backends/ChaosMoverBackend.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CreateActuationConstraint() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
void CreateCharacterGroundConstraint() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
void DestroyActuationConstraint() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
void DestroyCharacterGroundConstraint() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
Chaos::FPBDRigidParticle * GetControlledParticle() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
UMoverComponent & GetMoverComponent() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
Chaos::FPhysicsObject * GetPhysicsObject() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
Chaos::FPhysicsSolver * GetPhysicsSolver() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
void HandleOwningPawnControllerChanged_Server
(
APawn* OwnerPawn, |
ChaosMover/Backends/ChaosMoverBackend.h | ||
void InjectInstantMovementEffectsAsActions
(
const TArray< FScheduledInstantMovementEffect >& Effects |
Routes the given instant movement effects through the UNetworkPhysicsComponent sim action system using Proposed auth style. | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectInstantMovementEffectsIntoInput
(
UE::ChaosMover::FSimulationInputData& OutInputData, |
Transfers the given instant movement effects to the (networked) simulation input. | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectInstantMovementEffectsIntoLocalSimInput
(
const TArray< FScheduledInstantMovementEffect >& Effects |
Transfers the given instant movement effects to the simulation directly, bypassing the networked input. | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectInstantMovementEffectsIntoSim
(
UE::ChaosMover::FSimulationInputData& OutInputData |
Transfers queued instant movement effects from the simulation to the simulation input (via networked input or local sim input). | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectLayeredMoveInstancesAsActions
(
const TArray< FChaosScheduledLayeredMoveInstance >& ScheduledInstances |
Routes the given scheduled FLayeredMoveInstance activations through the UNetworkPhysicsComponent sim action system using Proposed auth style. | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectLayeredMoveInstancesIntoInput
(
UE::ChaosMover::FSimulationInputData& OutInputData, |
Transfers the given scheduled FLayeredMoveInstance moves to the (networked) simulation input. | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectLayeredMoveInstancesIntoLocalSimInput
(
const TArray< FChaosScheduledLayeredMoveInstance >& ScheduledInstances |
Transfers the given scheduled FLayeredMoveInstance moves to the simulation directly, bypassing networked input. | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectLayeredMoveInstancesIntoSim
(
UE::ChaosMover::FSimulationInputData& OutInputData |
Transfers queued FLayeredMoveInstance moves from the simulation to the simulation input (via networked input or local sim input). | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectLayeredMovesAsActions
(
const TArray< FScheduledLayeredMove >& Moves |
Routes the given layered moves through the UNetworkPhysicsComponent sim action system using Proposed auth style. | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectLayeredMovesIntoInput
(
UE::ChaosMover::FSimulationInputData& OutInputData, |
Transfers the given layered moves to the (networked) simulation input. | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectLayeredMovesIntoLocalSimInput
(
const TArray< FScheduledLayeredMove >& Moves |
Transfers the given layered moves to the simulation directly, bypassing the networked input. | ChaosMover/Backends/ChaosMoverBackend.h | |
void InjectLayeredMovesIntoSim
(
UE::ChaosMover::FSimulationInputData& OutInputData |
Transfers queued layered moves from the simulation to the simulation input (via networked input or local sim input). | ChaosMover/Backends/ChaosMoverBackend.h | |
void QueueLayeredMoveInstance
(
TSharedPtr< FLayeredMoveInstance > Move |
GT-callable: enqueue a FLayeredMoveInstance into the simulation-level queue for injection on the next tick. | ChaosMover/Backends/ChaosMoverBackend.h |
Protected Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreatePhysics() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void DeinitSimulation() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void DestroyPhysics() |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void GenerateInput
(
const FMoverTimeStep& TimeStep, |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void GenerateServerInput
(
const FMoverTimeStep& TimeStep, |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void HandleUpdatedComponentPhysicsStateChanged
(
UPrimitiveComponent* ChangedComponent, |
ChaosMover/Backends/ChaosMoverBackend.h | ||
virtual void InitSimulation() |
ChaosMover/Backends/ChaosMoverBackend.h |