Choose your operating system:
Windows
macOS
Linux
| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/NetworkPhysicsComponent.h |
Include |
#include "NetworkPhysicsComponent.h" |
UCLASS(BlueprintType, Meta=(BlueprintSpawnableComponent))
class UNetworkPhysicsComponent : public UActorComponent
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.
Name | Description | |
---|---|---|
|
UNetworkPhysicsComponent() |
Name | Description | ||
---|---|---|---|
|
FSingleParti... |
GetManagedProxy() |
|
|
GetNetworkPredictionLOD() |
||
|
APlayerContr... |
GetOwnerPC() |
Name | Description | ||
---|---|---|---|
|
InitializeComponent() |
Initializes the component. |
|
|
UninitializeComponent() |
Handle this component being Uninitialized. |