#include <CharacterMovementComponent.h>
◆ FNetworkPredictionData_Client_Character()
◆ ~FNetworkPredictionData_Client_Character()
◆ AckMove()
Ack a given move. This move will become LastAckedMove, SavedMoves will be adjusted to only contain unAcked moves.
◆ AddStructReferencedObjects()
◆ AllocateNewMove()
| FSavedMovePtr FNetworkPredictionData_Client_Character::AllocateNewMove |
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virtual |
Allocate a new saved move. Subclasses should override this if they want to use a custom move class.
◆ CreateSavedMove()
| FSavedMovePtr FNetworkPredictionData_Client_Character::CreateSavedMove |
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Tries to pull a pooled move off the free move list, otherwise allocates a new move. Returns NULL if the limit on saves moves is hit.
◆ FreeMove()
Return a move to the free move pool. Assumes that 'Move' will no longer be referenced by anything but possibly the FreeMoves list. Clears PendingMove if 'Move' is PendingMove.
◆ GetSavedMoveIndex()
| int32 FNetworkPredictionData_Client_Character::GetSavedMoveIndex |
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float |
TimeStamp | ) |
const |
Finds SavedMove index for given TimeStamp. Returns INDEX_NONE if not found (move has been already Acked or cleared).
◆ UpdateTimeStampAndDeltaTime()
Update CurentTimeStamp from passed in DeltaTime. It will measure the accuracy between passed in DeltaTime and how Server will calculate its DeltaTime. If inaccuracy is too high, it will reset CurrentTimeStamp to maintain a high level of accuracy.
- Returns
- DeltaTime to use for Client's physics simulation prior to replicate move to server.
◆ bUpdatePosition
| uint32 FNetworkPredictionData_Client_Character::bUpdatePosition |
◆ ClientUpdateRealTime
| float FNetworkPredictionData_Client_Character::ClientUpdateRealTime |
Timestamp of last time it sent a servermove() to the server. This is an increasing timestamp from the owning UWorld (undilated, real time seconds). Used for holding off on sending movement updates to save bandwidth.
◆ CurrentTimeStamp
| float FNetworkPredictionData_Client_Character::CurrentTimeStamp |
Current TimeStamp for sending new Moves to the Server. This time resets to zero at a frequency of MinTimeBetweenTimeStampResets and increases with this component's tick delta time.
◆ DebugForcedPacketLossTimerStart
| float FNetworkPredictionData_Client_Character::DebugForcedPacketLossTimerStart |
Used for simulated packet loss in development builds.
◆ FreeMoves
◆ LastAckedMove
| FSavedMovePtr FNetworkPredictionData_Client_Character::LastAckedMove |
◆ LastCorrectionDelta
| float FNetworkPredictionData_Client_Character::LastCorrectionDelta |
Used for remembering how much time has passed between server corrections
◆ LastCorrectionTime
| float FNetworkPredictionData_Client_Character::LastCorrectionTime |
Used to track time of last correction
◆ LastReceivedAckRealTime
| float FNetworkPredictionData_Client_Character::LastReceivedAckRealTime |
Last World timestamp (undilated, real time) at which we received a server ack for a move. This could be either a good move or a correction from the server.
◆ LastServerLocation
| FVector FNetworkPredictionData_Client_Character::LastServerLocation |
◆ LastSmoothLocation
| FVector FNetworkPredictionData_Client_Character::LastSmoothLocation |
Values used for visualization and debugging of simulated net corrections
◆ MaxClientSmoothingDeltaTime
| float FNetworkPredictionData_Client_Character::MaxClientSmoothingDeltaTime |
Max time delta between server updates over which client smoothing is allowed to interpolate.
◆ MaxFreeMoveCount
| int32 FNetworkPredictionData_Client_Character::MaxFreeMoveCount |
◆ MaxMoveDeltaTime
| float FNetworkPredictionData_Client_Character::MaxMoveDeltaTime |
Max delta time for a given move, in real seconds Based off of AGameNetworkManager::MaxMoveDeltaTime config setting, but can be modified per actor if needed. This value is mirrored in FNetworkPredictionData_Server, which is what server logic runs off of. Client needs to know this in order to not send move deltas that are going to get clamped anyway (meaning they'll be rejected/corrected). Note: This was previously named MaxResponseTime, but has been renamed to reflect what it does more accurately
◆ MaxSavedMoveCount
| int32 FNetworkPredictionData_Client_Character::MaxSavedMoveCount |
◆ MaxSmoothNetUpdateDist
| float FNetworkPredictionData_Client_Character::MaxSmoothNetUpdateDist |
Copied value from UCharacterMovementComponent::NetworkMaxSmoothUpdateDistance.
- See also
- UCharacterMovementComponent::NetworkMaxSmoothUpdateDistance
◆ MeshRotationOffset
| FQuat FNetworkPredictionData_Client_Character::MeshRotationOffset |
Component space offset of the mesh. Used for rotation smoothing in net games.
◆ MeshRotationTarget
| FQuat FNetworkPredictionData_Client_Character::MeshRotationTarget |
Target for mesh rotation interpolation.
◆ MeshTranslationOffset
| FVector FNetworkPredictionData_Client_Character::MeshTranslationOffset |
World space offset of the mesh. Target value is zero offset. Used for position smoothing in net games.
◆ NoSmoothNetUpdateDist
| float FNetworkPredictionData_Client_Character::NoSmoothNetUpdateDist |
Copied value from UCharacterMovementComponent::NetworkNoSmoothUpdateDistance.
- See also
- UCharacterMovementComponent::NetworkNoSmoothUpdateDistance
◆ OriginalMeshRotationOffset
| FQuat FNetworkPredictionData_Client_Character::OriginalMeshRotationOffset |
Used for rotation smoothing in net games (only used by linear smoothing).
◆ OriginalMeshTranslationOffset
| FVector FNetworkPredictionData_Client_Character::OriginalMeshTranslationOffset |
Used for position smoothing in net games
◆ PendingMove
| FSavedMovePtr FNetworkPredictionData_Client_Character::PendingMove |
◆ SavedMoves
◆ SimulatedDebugDrawTime
| float FNetworkPredictionData_Client_Character::SimulatedDebugDrawTime |
◆ SmoothingClientTimeStamp
| double FNetworkPredictionData_Client_Character::SmoothingClientTimeStamp |
Used to track the client time as we try to match the server.
◆ SmoothingServerTimeStamp
| double FNetworkPredictionData_Client_Character::SmoothingServerTimeStamp |
Used to track the timestamp of the last server move.
◆ SmoothNetUpdateRotationTime
| float FNetworkPredictionData_Client_Character::SmoothNetUpdateRotationTime |
How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server. Must be >= 0. Not used for linear smoothing.
◆ SmoothNetUpdateTime
| float FNetworkPredictionData_Client_Character::SmoothNetUpdateTime |
How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server. Must be >= 0. Not used for linear smoothing.
The documentation for this class was generated from the following files: