FMockRootMotionInputCmd

This is an initial prototype of root motion in the Network Prediction system.

Windows
MacOS
Linux

References

Module

NetworkPredictionExtras

Header

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

Include

#include "MockRootMotionSimulation.h"

Syntax

struct FMockRootMotionInputCmd

Remarks

This is an initial prototype of root motion in the Network Prediction system. It is meant to flesh out some ideas before settling on a final design for the future of root motion. In other words, we do not expect the code here in NetworkPredictionExtas to be used directly in shipping systems. High level idea: -Get montage based root motion stood up -Expand on the idea of "Root Motion Sources" meaning any kind of motion-driving logic that can be decoupled from the "character/pawn movement system" -This would include simple curve based motions, programatically defined motion ("move towards actor"), or more complex, dynamic animation based motion. -Eventually this folds back into the "new movement system" and/or possibly becomes something that can stand on its own without being driven by the former (TBD). Issues / Callouts: -UObject* replication inside NP sync/aux state is not supported (Without disabling WithNetSharedSerialization)

Variables

Name Description

Public variable

TMockRootMotion...

 

PlaySource

State that is generated by the client.

Functions

Name Description

Public function

void

 

NetSerialize

(
    const FNetSerializeParams& P
)

Public function Const

void

 

ToString

(
    FAnsiStringBuilderBase& Out
)

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