UMockRootMotionComponent

This component acts as the Driver for the [FMockRootMotionSimulation](API\Plugins\NetworkPredictionExtras\FMockRootMotionSimulation) It is essentially a standin for the movement component, and would be replaced by "new movement system" component.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

NetworkPredictionExtras

Header

/Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockRootMotionComponent.h

Include

#include "MockRootMotionComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(BlueprintSpawnableComponent))
class UMockRootMotionComponent :
    public UBaseMovementComponent,
    public IRootMotionSourceStore

Remarks

This component acts as the Driver for the FMockRootMotionSimulation It is essentially a standin for the movement component, and would be replaced by "new movement system" component. If we support "root motion without movement component" then this could either be that component, or possibly built into or inherit from a USkeletalMeshComponent.

The main thing this provides is: -Interface for initiating root motions through the NP system (via client Input and via server "OOB" writes) -FinalizeFrame: take the output of the NP simulation and push it to the movement/animation components -Place holder implementation of IRootMotionSourceStore

Variables

Name Description

Protected variable

UAnimInstance &...

 

AnimInstance

Protected variable

TUniquePtr< FMo...

 

OwnedMockRootMotionSimulation

Protected variable

FMockRootMotion...

 

PendingInputCmd

Next local InputCmd that will be submitted. This is a simple way of getting input to the system.

Functions

Overridden from UBaseMovementComponent

Name Description

Public function Virtual

void

 

SetUpdatedComponent

(
    USceneComponent* NewUpdatedCom...
)

Basic "Update Component/Ticking".

Overridden from UNetworkPredictionComponent

Name Description

Protected function Virtual

void

 

InitializeNetworkPredictionProxy()

Classes must initialize the NetworkPredictionProxy (register with the NetworkPredictionSystem) here. EndPlay will unregister.

Overridden from IRootMotionSourceStore

Name Description

Public function Virtual

UMockRootMot...

 

ResolveRootMotionSource

(
    int32 ID,
    const TArrayView< const uint8 >& D...
)

Root Motion Object store.

Public function Virtual

void

 

StoreRootMotionSource

(
    int32 ID,
    UMockRootMotionSource* Source
)

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