| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/MockRootMotionComponent.h |
Include |
#include "MockRootMotionComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(BlueprintSpawnableComponent))
class UMockRootMotionComponent :
public UBaseMovementComponent,
public IRootMotionSourceStore
This component acts as the Driver for the FMockRootMotionSimulation It is essentially a standin for the movement component, and would be replaced by "new movement system" component. If we support "root motion without movement component" then this could either be that component, or possibly built into or inherit from a USkeletalMeshComponent.
The main thing this provides is: -Interface for initiating root motions through the NP system (via client Input and via server "OOB" writes) -FinalizeFrame: take the output of the NP simulation and push it to the movement/animation components -Place holder implementation of IRootMotionSourceStore
Name | Description | ||
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UAnimInstance &... |
AnimInstance |
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TUniquePtr< FMo... |
OwnedMockRootMotionSimulation |
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PendingInputCmd |
Next local InputCmd that will be submitted. This is a simple way of getting input to the system. |
Name | Description | ||
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UMockRootMot... |
CreateRootMotionSource ( |
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FinalizeFrame ( |
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FindAndCacheAnimInstance() |
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InitializeSimulationState ( |
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Input_PlayRootMotionSource ( |
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Input_PlayRootMotionSourceByClass ( |
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PlayRootMotionSource ( |
Callable by authority. |
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PlayRootMotionSourceByClass ( |
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ProduceInput ( |
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RestoreFrame ( |
Name | Description | ||
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SetUpdatedComponent ( |
Basic "Update Component/Ticking". |
Name | Description | ||
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InitializeNetworkPredictionProxy() |
Classes must initialize the NetworkPredictionProxy (register with the NetworkPredictionSystem) here. EndPlay will unregister. |
Name | Description | ||
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UMockRootMot... |
ResolveRootMotionSource ( |
Root Motion Object store. |
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StoreRootMotionSource ( |