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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UNetworkPhysicsComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void EnqueueImmediateActionInstance_External
(
TInstancedStruct< FNetworkPhysicsActionPayload >&& ActionInstance, |
Enqueue a TInstancedStruct with an action based on FNetworkPhysicsActionPayload, to be executed as soon as possible. | Physics/NetworkPhysicsComponent.h | |
void EnqueueImmediateActionInstance_External
(
TInstancedStruct< FNetworkPhysicsActionPayload >&& ActionInstance, |
Enqueue a TInstancedStruct with an action based on FNetworkPhysicsActionPayload, to be executed as soon as possible. | Physics/NetworkPhysicsComponent.h |
EnqueueImmediateActionInstance_External(TInstancedStruct< FNetworkPhysicsActionPayload > &&, const UObject *, const bool)
Description
Enqueue a TInstancedStruct with an action based on FNetworkPhysicsActionPayload, to be executed as soon as possible.
| Name | EnqueueImmediateActionInstance_External |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsComponent.h |
| Include Path | #include "Physics/NetworkPhysicsComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/NetworkPhysicsComponent.cpp |
void EnqueueImmediateActionInstance_External
(
TInstancedStruct < FNetworkPhysicsActionPayload > && ActionInstance,
const UObject * SourceObject,
const bool bReliable
)
Parameters
| Name | Remarks |
|---|---|
| SourceObject | is the object that is the source of this action, not necessarily the object that the action should run on. |
| bReliable | if true, the action will be sent via a reliable RPC instead of unreliable property replication. |
EnqueueImmediateActionInstance_External(TInstancedStruct< FNetworkPhysicsActionPayload > &&, const uint32, const bool)
Description
Enqueue a TInstancedStruct with an action based on FNetworkPhysicsActionPayload, to be executed as soon as possible.
| Name | EnqueueImmediateActionInstance_External |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsComponent.h |
| Include Path | #include "Physics/NetworkPhysicsComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/NetworkPhysicsComponent.cpp |
void EnqueueImmediateActionInstance_External
(
TInstancedStruct < FNetworkPhysicsActionPayload > && ActionInstance,
const uint32 SourceId,
const bool bReliable
)
Parameters
| Name | Remarks |
|---|---|
| SourceId | can be left at 0 for actions triggered by the owner of this implementation, else if triggered by an external actor pass in a network stable hash. |
| bReliable | if true, the action will be sent via a reliable RPC instead of unreliable property replication. Note: On the game thread a network stable hash can be retrieved from replicated UObjects or level baked UObjects (for example actors) via UE::NetworkPhysicsUtils::GetNetworkStableHash_External(UObject); |