Module |
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Header |
/Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/FlyingMovementComponent.h |
Include |
#include "FlyingMovementComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(BlueprintSpawnableComponent))
class UFlyingMovementComponent : public UBaseMovementComponent
ActorComponent for running FlyingMovement
Name | Description | ||
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ActiveMovementSimulation |
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OwnedMovementSimulation |
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ProduceInputDelegate |
Name | Description | |
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UFlyingMovementComponent() |
Name | Description | ||
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AddMaxMoveSpeed ( |
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FinalizeFrame ( |
Take output for simulation. |
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float |
GetDefaultMaxSpeed() |
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float |
GetMaxMoveSpeed() |
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InitFlyingMovementSimulation ( |
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InitializeSimulationState ( |
Seed initial values based on component's state. |
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ProduceInput ( |
Get latest local input prior to simulation step. |
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RestoreFrame ( |
Restore a previous frame prior to resimulating. |
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SetMaxMoveSpeed ( |
Name | Description | ||
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OnBeginOverlap ( |
BeginOverlap has to be bound to a ufunction, so we have no choice but to bind here and forward into simulation code. Not ideal. |
Name | Description | ||
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InitializeNetworkPredictionProxy() |
Network Prediction. |
Name | Description | ||
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TickComponent ( |
Function called every frame on this ActorComponent. |
Name |
Description |
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FProduceFlyingInput |
Forward input producing event to someone else (probably the owning actor) |