unreal.NetworkPredictionPhysicsComponent

class unreal.NetworkPredictionPhysicsComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

UNetworkPredictionPhysicsComponent

This is a component that will register a FGenericPhysicsModelDef and bind to the first UPrimitiveComponent found in the parent actor. That is - there is NO backing NetworkPrediction simulation/gameplay code. This will always be SimulatedProxy and does not support any of the AP<–>Server communication that UNetworkPredictionComponent.

To fully emphasize: this is for STAND ALONE physics objects that want to use NP’s fixed tick services. It is NOT for “any NP object that uses physics”. A vehicle that can be controlled by a client needs to use (or model after) UNetworkPredictionComponent.

Even then, it is just sort of an example. An extra component may not be the best way to use this. It may make more sense to just put the important bits on your actor class and set the exact UpdatedPrimitive you want (really PhysicsActorHandle is all that matters!)

C++ Source:

  • Plugin: NetworkPrediction

  • Module: NetworkPrediction

  • File: NetworkPredictionPhysicsComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

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

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

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

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

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

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

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

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

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

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

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