| FNetworkPredictionData_Client | ||
| FNoncopyable
|
Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
Include |
#include "GameFramework/CharacterMovementComponent.h" |
class FNetworkPredictionData_Client_Character :
public FNetworkPredictionData_Client,
protected FNoncopyable
Name | Description | ||
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|
uint32: 1 |
bUpdatePosition |
|
|
float |
ClientUpdateTime |
Client timestamp of last time it sent a servermove() to the server. |
|
float |
CurrentTimeStamp |
Current TimeStamp for sending new Moves to the Server. |
|
float |
DebugForcedPacketLossTimerStart |
Used for simulated packet loss in development builds. |
|
FreeMoves |
||
|
LastAckedMove |
||
|
float |
LastCorrectionDelta |
Used for remembering how much time has passed between server corrections |
|
float |
LastCorrectionTime |
Used to track time of last correction |
|
float |
LastReceivedAckRealTime |
Last World timestamp (undilated, real time) at which we received a server ack for a move. |
|
LastServerLocation |
||
|
LastSmoothLocation |
Values used for visualization and debugging of simulated net corrections |
|
|
float |
MaxClientSmoothingDeltaTime |
Max time delta between server updates over which client smoothing is allowed to interpolate. |
|
MaxFreeMoveCount |
||
|
float |
MaxMoveDeltaTime |
Max delta time for a given move, in real seconds Based off of AGameNetworkManager::MaxMoveDeltaTime config setting, but can be modified per actor if needed. |
|
MaxSavedMoveCount |
||
|
float |
MaxSmoothNetUpdateDist |
Copied value from [UCharacterMovementComponent::NetworkMaxSmoothUpdateDistance](API\Runtime\Engine\GameFramework\UCharacterMovementComponent\NetworkMaxSmooth-). |
|
MeshRotationOffset |
Component space offset of the mesh. Used for rotation smoothing in net games. |
|
|
MeshRotationTarget |
Target for mesh rotation interpolation. |
|
|
MeshTranslationOffset |
World space offset of the mesh. |
|
|
float |
NoSmoothNetUpdateDist |
Copied value from [UCharacterMovementComponent::NetworkNoSmoothUpdateDistance](API\Runtime\Engine\GameFramework\UCharacterMovementComponent\NetworkNoSmoothU-). |
|
OriginalMeshRotationOffset |
Used for rotation smoothing in net games (only used by linear smoothing). |
|
|
OriginalMeshTranslationOffset |
Used for position smoothing in net games |
|
|
PendingMove |
||
|
ReplaySamples |
Array of replay samples that we use to interpolate between to get smooth location/rotation/velocity/ect |
|
|
RootMotionMovement |
RootMotion saved while animation is updated, so we can store it and replay if needed in case of a position correction. |
|
|
SavedMoves |
||
|
float |
SimulatedDebugDrawTime |
|
|
double |
SmoothingClientTimeStamp |
Used to track the client time as we try to match the server. |
|
double |
SmoothingServerTimeStamp |
Used to track the timestamp of the last server move. |
|
float |
SmoothNetUpdateRotationTime |
How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server. |
|
float |
SmoothNetUpdateTime |
How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server. |
Name | Description | |
---|---|---|
|
FNetworkPredictionData_Client_Character ( |
Name | Description | |
---|---|---|
|
~FNetworkPredictionData_Client_Character() |
Name | Description | ||
---|---|---|---|
|
AckMove ( |
Ack a given move. |
|
|
FSavedMovePt... |
AllocateNewMove() |
Allocate a new saved move. Subclasses should override this if they want to use a custom move class. |
|
FSavedMovePt... |
CreateSavedMove() |
Tries to pull a pooled move off the free move list, otherwise allocates a new move. |
|
FreeMove ( |
Return a move to the free move pool. |
|
|
GetSavedMoveIndex ( |
Finds SavedMove index for given TimeStamp. |
|
|
float |
UpdateTimeStampAndDeltaTime ( |
Update CurentTimeStamp from passed in DeltaTime. |
Name | Description | ||
---|---|---|---|
|
uint32: 1 |
bSmoothNetUpdates |
bSmoothNetUpdates will be removed, use UCharacterMovementComponent::NetworkSmoothingMode instead. |
|
bUseLinearSmoothing |
bUseLinearSmoothing will be removed, use UCharacterMovementComponent::NetworkSmoothingMode instead. |
|
|
float |
CurrentSmoothTime |
CurrentSmoothTime will be removed, use LastCorrectionTime instead. |
|
float |
MaxResponseTime |
MaxResponseTime has been renamed to MaxMoveDeltaTime for clarity in what it does and will be removed, use MaxMoveDeltaTime instead. |