UParametricMovementComponent

ActorComponent for running basic Parametric movement.

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Inheritance Hierarchy

References

Module

NetworkPredictionExtras

Header

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

Include

#include "ParametricMovement.h"

Syntax

UCLASS(BlueprintType, Meta=(BlueprintSpawnableComponent))
class UParametricMovementComponent : public UBaseMovementComponent

Remarks

ActorComponent for running basic Parametric movement. Parametric movement could be anything that takes a Time and returns an FTransform.

Initially, we will support pushing (ie, we sweep as we update the mover's position). But we will not allow a parametric mover from being blocked.

Variables

Name Description

Protected variable UProperty Category, EditAnywhere BlueprintReadOnly

bool

 

bDisableParametricMovementSimulation

Temp Parametric movement example The essence of this movement simulation is to map some Time value to a transform.

Protected variable UProperty Category, EditAnywhere BlueprintReadOnly

bool

 

bEnableDependentSimulation

Protected variable UProperty Category, EditAnywhere BlueprintReadOnly

bool

 

bEnableForceNetUpdate

Calls ForceNetUpdate every frame.

Protected variable UProperty Category, EditAnywhere BlueprintReadOnly

bool

 

bEnableInterpolation

Protected variable

TPimplPtr< FPar...

 

OwnedParametricMovementSimulation

Protected variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FSimpleParametr...

 

ParametricMotion

Protected variable UProperty Category, EditAnywhere BlueprintReadOnly

float

 

ParentNetUpdateFrequency

Sets NetUpdateFrequency on parent.

Protected variable

TOptional< floa...

 

PendingPlayRate

Constructors

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

EnableInterpolationMode

(
    bool bValue
)

Public function

void

 

FinalizeFrame

(
    const FParametricSyncState* Sy...,
    const FParametricAuxState* Aux...
)

Public function

void

 

InitializeSimulationState

(
    FParametricSyncState* SyncStat...,
    FParametricAuxState* AuxState
)

Public function

void

 

ProduceInput

(
    const int32 SimTimeMS,
    FParametricInputCmd* Cmd
)

Public function

void

 

RestoreFrame

(
    const FParametricSyncState* Sy...,
    const FParametricAuxState* Aux...
)

Overridden from UNetworkPredictionComponent

Name Description

Protected function Virtual

void

 

InitializeNetworkPredictionProxy()

Classes must initialize the NetworkPredictionProxy (register with the NetworkPredictionSystem) here. EndPlay will unregister.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

BeginPlay()

Begins Play for the component.

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.