NetworkPredictionExtras

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Classes

Name

Description

Public class UClass

ANetworkPredictionExtrasCharacter

Sample pawn that uses UCharacterMotionComponent.

Public class UClass

ANetworkPredictionExtrasCharacter_MockAbility

Example subclass of ANetworkPredictionExtrasCharacter that uses the MockAbility simulation.

Public class UClass

ANetworkPredictionExtrasFlyingPawn

Sample pawn that uses UFlyingMovementComponent.

Public class UClass

ANetworkPredictionExtrasFlyingPawn_MockAbility

Example subclass of ANetworkPredictionExtrasFlyingPawn that uses the MockAbility simulation.

Public class UClass BlueprintType

ANetworkPredictionExtrasGameMode

Public class UClass BlueprintType

ANetworkPredictionExtrasGameState

Public class

FBaseMovementSimulation

This provides a base for movement related simulations: moving an "UpdatedComponent" around the world.

Public struct

FCharacterMotionAuxState

Auxiliary state that is input into the simulation.

Public struct

FCharacterMotionInputCmd

State the client generates.

Public class

FCharacterMotionSimulation

Public struct

FCharacterMotionSyncState

State we are evolving frame to frame and keeping in sync.

Public struct

FFloorTestResult

Data about the floor for walking movement, used by CharacterMovementComponent.

Public struct

FFlyingMovementAuxState

Auxiliary state that is input into the simulation.

Public struct

FFlyingMovementInputCmd

State the client generates.

Public class

FFlyingMovementSimulation

Public struct

FFlyingMovementSyncState

State we are evolving frame to frame and keeping in sync.

Public struct

FLogCategoryLogParametricMovement

Public struct

FMockAbilityAuxState

Public struct

FMockAbilityBlinkActivateCue

Cue for blink activation (the moment the ability starts)

Public struct

FMockAbilityBlinkCue

Cue for blink (the moment the teleport happens)

Public struct

FMockAbilityBlinkCue_ReplicatedNonPredicted

Public struct

FMockAbilityBlinkCue_ReplicatedXOrPredicted

Public struct

FMockAbilityBlinkCue_Strong

Public struct

FMockAbilityBlinkCue_Weak

Public struct

FMockAbilityCueSet

The set of Cues the MockAbility simulation will invoke.

Public struct

FMockAbilityInputCmd

Mock Ability Simulation This is meant to illustrate how a higher level simulation can build off an existing one.

Public struct

FMockAbilityPhysicsGunFireCue

Public class

FMockAbilitySimulation

Public struct

FMockAbilitySyncState

Public struct

FMockAuxState

Auxiliary state that is input into the simulation.

Public struct

FMockCharacterAbilityAuxState

Public struct

FMockCharacterAbilityInputCmd

MockCharacterAbilitySimulation definition

Public class

FMockCharacterAbilitySimulation

Public struct

FMockCharacterAbilitySyncState

Public struct

FMockCue

A minimal Cue, emitted every 10 "totals" with a random integer as a payload.

Public struct

FMockCueSet

Set of all cues the Mock simulation emits. Not strictly necessary and not that helpful when there is only one cue (but using since this is the example real simulations will want to use)

Public struct

FMockGrenadeExplodeCue

Public struct

FMockInputCmd

State the client generates.

Public class

FMockNetworkSimulation

Public struct

FMockPhysicsAuxState

Public struct

FMockPhysicsChargeCue

Public struct

FMockPhysicsGrenadeAuxState

Public struct UStruct BlueprintType

FMockPhysicsInputCmd

Making this a blueprint type to that it can be filled out by BPs.

Public struct

FMockPhysicsJumpCue

Public class

FMockPhysicsSimulation

Public struct

FMockRootMotionAuxState

The aux state should hold state that does not frequently change.

Public struct

FMockRootMotionInputCmd

This is an initial prototype of root motion in the Network Prediction system.

Public struct

FMockRootMotionReturnValue

Public class

FMockRootMotionSimulation

The actual NetworkPrediction simulation code that implements root motion movement (root motion evaluation itself is done via IMockRootMotionSourceMap but the actual 'how to move thing given a delta' is done here)

Public struct

FMockRootMotionStepParameters

Public struct

FMockRootMotionSyncState

Public struct

FMockSyncState

State we are evolving frame to frame and keeping in sync.

Public struct

FParametricAuxState

Auxiliary state that is input into the simulation.

Public struct

FParametricInputCmd

State the client generates.

Public class

FParametricMovementModelDef

NetworkedSimulation Model type

Public class

FParametricMovementSimulation

The actual movement simulation

Public struct

FParametricSyncState

State we are evolving frame to frame and keeping in sync.

Public struct UStruct BlueprintType

FPhysicsInputCmd

Public struct UStruct BlueprintType

FPhysicsMovementLocalState

Public struct UStruct BlueprintType

FPhysicsMovementNetState

Public struct UStruct

FRootMotionSourceCache

Public struct UStruct BlueprintType

FSimpleInputCmd

Public struct UStruct BlueprintType

FSimpleLocalState

Public struct UStruct BlueprintType

FSimpleNetState

Public struct UStruct BlueprintType

FSimpleParametricMotion

Extremely simple struct for defining parametric motion. This is editable in UParametricMovementComponent's defaults, and also used by the simulation code.

Public class

IMockRootMotionSourceMap

This is the interface into "things that actually provide root motion".

Public class

INetworkPredictionExtrasModule

Public class

IRootMotionSourceStore

Interface for managing instantiated root motion source objects.

Public struct

TMockRootMotionSourceProxy

Thing that goes in the aux state.

Public class UClass Abstract

UBaseMovementComponent

Base component for movement.

Public class UClass BlueprintType Meta

UCharacterMotionComponent

ActorComponent for running CharacterMotion

Public class UClass BlueprintType Meta

UFlyingMovementComponent

ActorComponent for running FlyingMovement

Public class UClass BlueprintType Meta

UMockCharacterAbilityComponent

ActorComponent for running Mock Ability Simulation for CharacterMotion example

Public class UClass BlueprintType Meta

UMockFlyingAbilityComponent

ActorComponent for running Mock Ability Simulation

Public class UClass BlueprintType Meta

UMockNetworkSimulationComponent

ActorComponent for running a MockNetworkSimulation (implements Driver for the mock simulation)

Public class UClass BlueprintType Meta

UMockPhysicsComponent

ActorComponent for running MockPhysicsSimulation

Public class UClass BlueprintType Meta

UMockPhysicsGrenadeComponent


Public class UClass BlueprintType Meta

UMockRootMotionComponent

This component acts as the Driver for the FMockRootMotionSimulation It is essentially a standin for the movement component, and would be replaced by "new movement system" component.

Public class UClass Abstract

UMockRootMotionSource

Public class UClass Blueprintable

UMockRootMotionSource_Curve

Public class UClass Blueprintable

UMockRootMotionSource_Montage

Public class UClass Blueprintable

UMockRootMotionSource_MoveToLocation

Public class UClass

UMockRootMotionSourceClassMap

Public class UClass BlueprintType Meta

UParametricMovementComponent

ActorComponent for running basic Parametric movement.

Public class UClass BlueprintType Meta

UPhysicsMovementComponent

Public class UClass BlueprintType Meta

UPhysicsSimpleComponent

Debug/Testing component.

Constants

Typedefs

Name

Description

CharacterMotionStateTypes

FlyingMovementStateTypes

MockPhysicsGrenadeTypes

MockPhysicsStateTypes

MockRootMotionStateTypes

This just defines the state types that the simulation uses.

ParametricMovementBufferTypes

BufferTypes for ParametricMovement

TMockAbilityBufferTypes

MockAbilitySimulation definition

TMockCharacterAbilityBufferTypes

MockCharacterAbilitySimulation definition

TMockNetworkSimulationBufferTypes

The Simulation

Enums

Functions

Name Description

Public function

int32

 

UE_NP::ForceReconcilePhysicsInputCmd()

Public function Static

FConditional...

 

UE_NP::ForceReconcilePhysicsInputCmdAuto

(
    TEXT("np2.PhysicsInputCmdForceRecon...,
    (int32) 0,
    TEXT("")
)

Public function

int32

 

UE_NP::ForceReconcilePhysicsMovementState()

Public function Static

FConditional...

 

UE_NP::ForceReconcilePhysicsMovementStateAuto

(
    TEXT("np2.ForceReconcilePhysicsMove...,
    (int32) 0,
    TEXT("")
)

Public function

int32

 

UE_NP::ForceReconcileSimpleInput()

Public function Static

FConditional...

 

UE_NP::ForceReconcileSimpleInputAuto

(
    TEXT("np2.ForceReconcileSimpleInput...,
    (int32) 0,
    TEXT("")
)

Public function

int32

 

UE_NP::ForceReconcileSimpleState()

Public function Static

FConditional...

 

UE_NP::ForceReconcileSimpleStateAuto

(
    TEXT("np2.ForceReconcileSimpleState...,
    (int32) 0,
    TEXT("")
)

Public function

void

 

UE_NP::SetForceReconcilePhysicsInputCmd

(
    int32 _V
)

Public function

void

 

UE_NP::SetForceReconcilePhysicsMovementState

(
    int32 _V
)

Public function

void

 

UE_NP::SetForceReconcileSimpleInput

(
    int32 _V
)

Public function

void

 

UE_NP::SetForceReconcileSimpleState

(
    int32 _V
)

Variables

Name Description

Public variable

 

STATCAT_Advanced