unreal.NetworkPhysicsComponent

class unreal.NetworkPhysicsComponent(outer=None, name='None')

Bases: unreal.ActorComponent

Generic component that will register an actor’s primitive component with the Network Physics system. This is nothing special about this component, it just provides the replicated NetworkPhysicsState and does the boiler plate registration with the Network Physics Manager. Native C++ classes or components may want to just do this themselves or inherit from the component. This is mainly a convenience for dropping in rollback physics support for blueprint actors.

C++ Source:

  • Plugin: NetworkPrediction

  • Module: NetworkPrediction

  • File: NetworkPhysicsComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

get_network_prediction_lod() int32

Get Network Prediction LOD

Return type

int32