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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FRigidBodyState * GetStateFromReplicationCache
(
UPrimitiveComponent* RootComponent, |
Get cached state for replication, if no state is cached RegisterForReplicationCache() is called | Physics/Experimental/PhysScene_Chaos.h | |
const FRigidBodyState * GetStateFromReplicationCache
(
Chaos::FPhysicsObjectHandle PhysicsObject, |
Get cached state for replication, if no state is cached RegisterForReplicationCache() is called | Physics/Experimental/PhysScene_Chaos.h |
GetStateFromReplicationCache(UPrimitiveComponent *, int &)
Description
Get cached state for replication, if no state is cached RegisterForReplicationCache() is called
| Name | GetStateFromReplicationCache |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/Experimental/PhysScene_Chaos.h |
| Include Path | #include "Physics/Experimental/PhysScene_Chaos.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/Experimental/PhysScene_Chaos.cpp |
const FRigidBodyState * GetStateFromReplicationCache
(
UPrimitiveComponent * RootComponent,
int & ServerFrame
)
GetStateFromReplicationCache(Chaos::FPhysicsObjectHandle, int &)
Description
Get cached state for replication, if no state is cached RegisterForReplicationCache() is called
| Name | GetStateFromReplicationCache |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/Experimental/PhysScene_Chaos.h |
| Include Path | #include "Physics/Experimental/PhysScene_Chaos.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/Experimental/PhysScene_Chaos.cpp |
const FRigidBodyState * GetStateFromReplicationCache
(
Chaos::FPhysicsObjectHandle PhysicsObject,
int & ServerFrame
)