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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UNetworkPhysicsComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void EnqueueScheduledAction_External
(
TActionType& Action, |
Enqueue an action based on FNetworkPhysicsActionPayload, to be executed after a delay of | Physics/NetworkPhysicsComponent.h | |
void EnqueueScheduledAction_External
(
TActionType& Action, |
Enqueue an action based on FNetworkPhysicsActionPayload, to be executed after a delay of | Physics/NetworkPhysicsComponent.h |
EnqueueScheduledAction_External(TActionType &, const UObject *, const float, const bool)
Description
Enqueue an action based on FNetworkPhysicsActionPayload, to be executed after a delay of
| Name | EnqueueScheduledAction_External |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsComponent.h |
| Include Path | #include "Physics/NetworkPhysicsComponent.h" |
template<typename TActionType>
void EnqueueScheduledAction_External
(
TActionType & Action,
const UObject * SourceObject,
const float DelaySeconds,
const bool bReliable
)
Parameters
| Name | Remarks |
|---|---|
| DelaySeconds. | |
| 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. |
EnqueueScheduledAction_External(TActionType &, const uint32, const float, const bool)
Description
Enqueue an action based on FNetworkPhysicsActionPayload, to be executed after a delay of
| Name | EnqueueScheduledAction_External |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsComponent.h |
| Include Path | #include "Physics/NetworkPhysicsComponent.h" |
template<typename TActionType>
void EnqueueScheduledAction_External
(
TActionType & Action,
const uint32 SourceId,
const float DelaySeconds,
const bool bReliable
)
Parameters
| Name | Remarks |
|---|---|
| DelaySeconds. | |
| 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); |