ANetworkPredictionExtrasCharacter

Sample pawn that uses [UCharacterMotionComponent](API\Plugins\NetworkPredictionExtras\UCharacterMotionComponent).

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

NetworkPredictionExtras

Header

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

Include

#include "NetworkPredictionExtrasCharacter.h"

Syntax

UCLASS()
class ANetworkPredictionExtrasCharacter : public APawn

Remarks

Sample pawn that uses UCharacterMotionComponent. The main thing this provides is actually producing user input for the component/simulation to consume.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadOnly

bool

 

bFakeAutonomousProxy

Actor will behave like autonomous proxy even though not posessed by an APlayercontroller.

Protected variable UProperty Category visibleanywhere

UCharacterMotio...

 

CharacterMotionComponent

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

ENetworkPredict...

 

InputPreset

Constructors

Name Description

Public function

ANetworkPredictionExtrasCharacter

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

AddMaxMoveSpeed

(
    float AdditiveMaxMoveSpeed
)

Public function Const UFunction BlueprintCallable, Category

float

 

GetMaxMoveSpeed()

Public function UFunction BlueprintCallable, Category

void

 

PrintDebug()

Protected function

void

 

ProduceInput

(
    const int32 DeltaMS,
    FCharacterMotionInputCmd& Cmd
)

Public function UFunction BlueprintCallable, Category

void

 

SetMaxMoveSpeed

(
    float NewMaxMoveSpeed
)

Overridden from APawn

Name Description

Public function Virtual

void

 

SetupPlayerInputComponent

(
    UInputComponent* PlayerInputCo...
)

Allows a Pawn to set up custom input bindings.

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual Const

UNetConnecti...

 

GetNetConnection()

Get the owning connection used for communicating between client/server

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.