UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PhysicsReplicationInterface.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "Physics/NetworkPhysicsSettingsComponent.h" // Temporary until RegisterSettings with FNetworkPhysicsSettingsAsync param is deprecated
8
9class UPrimitiveComponent;
10struct FRigidBodyState;
12
13class IPhysicsReplication // Game Thread API
14{
15public:
17
18 virtual void Tick(float DeltaSeconds) { }
19
20 virtual void SetReplicatedTarget(UPrimitiveComponent* Component, FName BoneName, const FRigidBodyState& ReplicatedTarget, int32 ServerFrame) = 0;
21
22 virtual void RemoveReplicatedTarget(UPrimitiveComponent* Component) = 0;
23};
24
25class IPhysicsReplicationAsync // Physics Thread API
26{
27public:
29
30 UE_DEPRECATED(5.7, "Deprecated, use the RegisterSettings that passes through a TWeakPtr<FNetworkPhysicsSettingsData> parameter instead ")
31 virtual void RegisterSettings(Chaos::FConstPhysicsObjectHandle PhysicsObject, FNetworkPhysicsSettingsAsync InSettings) { }
32
34};
#define UE_DEPRECATED(Version, Message)
Definition CoreMiscDefines.h:302
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
Definition NameTypes.h:617
Definition PhysicsReplicationInterface.h:26
virtual ~IPhysicsReplicationAsync()
Definition PhysicsReplicationInterface.h:28
virtual void RegisterSettings(Chaos::FConstPhysicsObjectHandle PhysicsObject, FNetworkPhysicsSettingsAsync InSettings)
Definition PhysicsReplicationInterface.h:31
virtual void RegisterSettings(Chaos::FConstPhysicsObjectHandle PhysicsObject, TWeakPtr< const FNetworkPhysicsSettingsData > InSettings)=0
Definition PhysicsReplicationInterface.h:14
virtual ~IPhysicsReplication()
Definition PhysicsReplicationInterface.h:16
virtual void SetReplicatedTarget(UPrimitiveComponent *Component, FName BoneName, const FRigidBodyState &ReplicatedTarget, int32 ServerFrame)=0
virtual void RemoveReplicatedTarget(UPrimitiveComponent *Component)=0
virtual void Tick(float DeltaSeconds)
Definition PhysicsReplicationInterface.h:18
Definition SharedPointer.h:1295
Definition SkeletalMeshComponent.h:307
Definition PhysicsObjectInternal.h:16
Definition NetworkPhysicsSettingsComponent.h:810
Definition NetworkPhysicsSettingsComponent.h:648
Definition ReplicatedState.h:86