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API > API/Plugins > API/Plugins/Mover
| Name | IMoverBackendLiaisonInterface |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/Backends/MoverBackendLiaison.h |
| Include Path | #include "Backends/MoverBackendLiaison.h" |
Syntax
class IMoverBackendLiaisonInterface
Derived Classes
- UChaosMoverBackendComponent
- UMoverNetworkPredictionLiaisonComponent
- UMoverStandaloneLiaisonComponent
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetCurrentSimFrame() |
Backends/MoverBackendLiaison.h | ||
double GetCurrentSimTimeMs() |
Backends/MoverBackendLiaison.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetEventSchedulingMinDelaySeconds() |
How much delay to apply to scheduled events. This is important for networked events, and should be greater than the RTT to ensure the event will be executed on all end points at the same frame. | Backends/MoverBackendLiaison.h | |
virtual FMoverTime GetScheduledNetworkTime
(
const FMoverTime& Time |
Util function that returns a time in the future far enough for all end points to receive a networked message before that time elapses. This is only useful in the context of networked events. | Backends/MoverBackendLiaison.h | |
virtual bool IsAsync() |
Whether this backend will simulate movement asynchronously. | Backends/MoverBackendLiaison.h | |
virtual bool IsFixedDt() |
Whether the underlying simulation advances time in fixed increments. | Backends/MoverBackendLiaison.h | |
virtual void OnSimulationRollback
(
const FMoverSyncState& NewSyncState, |
Called on the game thread when a rollback occurs, after simulation state has been restored. | Backends/MoverBackendLiaison.h | |
virtual bool ReadPendingSyncState
(
FMoverSyncState& OutSyncState |
Pending State: the simulation state currently being authored. | Backends/MoverBackendLiaison.h | |
virtual bool ReadPresentationSyncState
(
FMoverSyncState& OutSyncState |
Presentation State: the most recent presentation state, possibly the result of interpolation or smoothing. Writing to it does not affect the official simulation record. | Backends/MoverBackendLiaison.h | |
virtual bool ReadPrevPresentationSyncState
(
FMoverSyncState& OutSyncState |
Previous Presentation State: the state that our optional smoothing process is moving away from, towards a more recent state. Writing to it does not affect the official simulation record. | Backends/MoverBackendLiaison.h | |
virtual bool ShouldResim() |
During a resim, whether this particular mover should resimulate. | Backends/MoverBackendLiaison.h | |
virtual EDataValidationResult ValidateData
(
FDataValidationContext& Context, |
Backends/MoverBackendLiaison.h | ||
virtual bool WritePendingSyncState
(
const FMoverSyncState& SyncStateToWrite |
Backends/MoverBackendLiaison.h | ||
virtual bool WritePresentationSyncState
(
const FMoverSyncState& SyncStateToWrite |
Backends/MoverBackendLiaison.h | ||
virtual bool WritePrevPresentationSyncState
(
const FMoverSyncState& SyncStateToWrite |
Backends/MoverBackendLiaison.h |