FNetworkPhysicsState

PhysicsState that is networked and marshelled between GT and PT.

Windows
MacOS
Linux

References

Module

NetworkPrediction

Header

/Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/NetworkPhysics.h

Include

#include "NetworkPhysics.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FNetworkPhysicsState

Remarks

PhysicsState that is networked and marshelled between GT and PT.

Variables

Name Description

Public variable

Chaos::FVec3

 

AngularVelocity

Public variable

int32

 

Frame

Frame number associated with this data GT PT Client: Remote Local Server: Local Local

Public variable

Chaos::FVec3

 

LinearVelocity

Public variable

int32

 

LocalManagedHandle

Local handle used by UNetworkPhysicsManager for registering/unregistering.

Public variable

Chaos::FVec3

 

Location

Public variable

Chaos::EObjectS...

 

ObjectState

Physics State.

Public variable

FSingleParticle...

 

Proxy

Local proxy we are working with. Must be set locally on initialization.

Public variable

Chaos::FRotatio...

 

Rotation

Functions

Name Description

Public function Const

bool

 

Identical

(
    const FNetworkPhysicsState* Ot...,
    uint32 PortFlags
)

This is what networking will diff to tell if things have changed.

Public function

bool

 

NetSerialize

(
    FArchive& Ar,
    UPackageMap* Map,
    bool& bOutSuccess
)

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