Module |
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Header |
/Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/NetworkPredictionProxy.h |
Include |
#include "NetworkPredictionProxy.h" |
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FNetworkPredictionProxy
Name | Description | ||
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Configure ( |
Call to change local configuration of proxy. Not networked. |
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EndPlay() |
Unregisters from NetworkPrediction System. |
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GetCachedHasNetConnection() |
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GetCachedNetRole() |
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FNetSimCueDi... |
GetCueDispatcher() |
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GetPendingFrame() |
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GetTotalSimTimeMS() |
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Identical ( |
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Init ( |
The init function that you need to call. This is defined in NetworkPredictionProxyInit.h (which should only be included by your .cpp file) |
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InitForNetworkRole |
When network role changes, initializes role storage and logic controller. |
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NetSerialize ( |
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const TAuxSt... |
ReadAuxState ( |
Returns Presentation AuxState by default, if it is set. Otherwise returns pending Simulation value. |
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const TInput... |
ReadInputCmd() |
Returns pending InputCmd. (. |
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const TSyncS... |
ReadSyncState ( |
Returns Presentation SyncState by default, if it is set. Otherwise returns pending Simulation value. |
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SetArchetype ( |
Should only be called on the authority. Changes what how this instance is allowed to be configured. |
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const TAuxSt... |
WriteAuxState ( |
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const TInput... |
WriteInputCmd ( |
Writes - must include NetworkPredictionProxyWrite.h in places that call this. |
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const TSyncS... |
WriteSyncState ( |
Name |
Description |
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EConfigAction |
Allows ConfigFunc to be invoked to "do a thing" instead of set a new config/id. |