FRepMovement

Replicated movement data of our RootComponent.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h

Include

#include "Engine/EngineTypes.h"

Syntax

struct FRepMovement

Remarks

Replicated movement data of our RootComponent. Struct used for efficient replication as velocity and location are generally replicated together (this saves a repindex) and velocity.Z is commonly zero (most position replications are for walking pawns).

Variables

Name Description

Public variable

FVector

 

AngularVelocity

Velocity of rotation for component

Public variable

uint8: 1

 

bRepPhysics

If set, additional physic data (angular velocity) will be replicated.

Public variable

uint8: 1

 

bSimulatedPhysicSleep

If set, RootComponent should be sleeping.

Public variable

FVector

 

LinearVelocity

Velocity of component in world space

Public variable

FVector

 

Location

Location in world space

Public variable

EVectorQuantiza...

 

LocationQuantizationLevel

Allows tuning the compression level for the replicated location vector.

Public variable

FRotator

 

Rotation

Current rotation

Public variable

ERotatorQuantiz...

 

RotationQuantizationLevel

Allows tuning the compression level for replicated rotation.

Public variable

EVectorQuantiza...

 

VelocityQuantizationLevel

Allows tuning the compression level for the replicated velocity vectors.

Constructors

Name Description

Public function

FRepMovement()

Functions

Name Description

Public function

void

 

CopyTo

(
    FRigidBodyState& RBState,
    const AActor*const Actor
)

Public function

void

 

FillFrom

(
    const FRigidBodyState& RBState,
    const AActor*const Actor
)

Public function

bool

 

NetSerialize

(
    FArchive& Ar,
    UPackageMap* Map,
    bool& bOutSuccess
)

Public function Static

FVector

 

RebaseOntoLocalOrigin

(
    const FVector& Location,
    const FIntVector& LocalOrigin
)

Rebase zero-origin position onto local world origin value.

Public function Static

FVector

 

RebaseOntoLocalOrigin

(
    const FVector& Location,
    const AActor*const WorldContex...
)

Rebase zero-origin position onto an Actor's local world origin.

Public function Static

FVector

 

RebaseOntoLocalOrigin

(
    const FVector& Location,
    const UActorComponent*const Wo...
)

Rebase zero-origin position onto local world origin value based on an actor component's world.

Public function Static

FVector

 

RebaseOntoZeroOrigin

(
    const FVector& Location,
    const FIntVector& LocalOrigin
)

Rebase local-origin position onto zero world origin value.

Public function Static

FVector

 

RebaseOntoZeroOrigin

(
    const FVector& Location,
    const AActor*const WorldContex...
)

Rebase an Actor's local-origin position onto zero world origin value.

Public function Static

FVector

 

RebaseOntoZeroOrigin

(
    const FVector& Location,
    const UActorComponent*const Wo...
)

Rebase local-origin position onto zero world origin value based on an actor component's world.

Public function

bool

 

SerializeQuantizedVector

(
    FArchive& Ar,
    FVector& Vector,
    EVectorQuantization QuantizationLev...
)

Operators

Name Description

Public function Const

bool

 

operator!=

(
    const FRepMovement& Other
)

Public function Const

bool

 

operator==

(
    const FRepMovement& Other
)

Constants

Name

Description

EnableMultiplayerWorldOriginRebasing

True if multiplayer rebasing is enabled, corresponds to p.EnableMultiplayerWorldOriginRebasing console variable

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