| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockPhysicsComponent.h |
Include |
#include "MockPhysicsComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(BlueprintSpawnableComponent))
class UMockPhysicsComponent : public UBaseMovementComponent
ActorComponent for running MockPhysicsSimulation
Name | Description | ||
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ActiveSimulation |
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bIsCharging |
Currently charging up charge attack. |
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OnChargeActivatedEvent |
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OnChargeStateChange |
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OnJumpActivatedEvent |
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OwnedSimulation |
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PendingInputCmd |
Next local InputCmd that will be submitted. This is just one way to do it. |
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ProduceInputDelegate |
Name | Description | |
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UMockPhysicsComponent() |
Name | Description | ||
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FinalizeFrame ( |
Take output for simulation. |
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HandleCue ( |
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HandleCue ( |
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InitializeSimulationState ( |
Seed initial values based on component's state. |
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InitMockPhysicsSimulation ( |
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ProduceInput ( |
Get latest local input prior to simulation step. |
Name | Description | ||
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InitializeNetworkPredictionProxy() |
Network Prediction. |
Name |
Description |
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FMockPhysicsNotifyStateChange |
Charge (not a Cue event, just state) |
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FPhysicsChargeCueEvent |
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FPhysicsJumpCueEvent |
Assignable delegates chosen so that owning actor can implement in BPs. May not be the best choice for all cases. |
Name |
Description |
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FProduceMockPhysicsInput |
Forward input producing event to someone else (probably the owning actor) |