UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FPhysicsReplication Class Reference

#include <PhysicsReplication.h>

+ Inheritance diagram for FPhysicsReplication:

Public Member Functions

ENGINE_API FPhysicsReplication (FPhysScene *PhysScene)
 
virtual ENGINE_API ~FPhysicsReplication ()
 
virtual ENGINE_API void Tick (float DeltaSeconds) override
 
virtual ENGINE_API void SetReplicatedTarget (UPrimitiveComponent *Component, FName BoneName, const FRigidBodyState &ReplicatedTarget, int32 ServerFrame) override
 
virtual ENGINE_API void RemoveReplicatedTarget (UPrimitiveComponent *Component) override
 
- Public Member Functions inherited from IPhysicsReplication
virtual ~IPhysicsReplication ()
 

Static Public Member Functions

static ENGINE_API bool ShouldSkipPhysicsReplication ()
 

Protected Member Functions

virtual ENGINE_API void OnTick (float DeltaSeconds, TMap< TWeakObjectPtr< UPrimitiveComponent >, FReplicatedPhysicsTarget > &ComponentsToTargets)
 
virtual void OnTargetRestored (TWeakObjectPtr< UPrimitiveComponent > Component, const FReplicatedPhysicsTarget &Target)
 
virtual void OnSetReplicatedTarget (UPrimitiveComponent *Component, FName BoneName, const FRigidBodyState &ReplicatedTarget, int32 ServerFrame, FReplicatedPhysicsTarget &Target)
 
virtual ENGINE_API bool ApplyRigidBodyState (float DeltaSeconds, FBodyInstance *BI, FReplicatedPhysicsTarget &PhysicsTarget, const FRigidBodyErrorCorrection &ErrorCorrection, const float PingSecondsOneWay, int32 LocalFrame, int32 NumPredictedFrames)
 
virtual ENGINE_API bool ApplyRigidBodyState (float DeltaSeconds, FBodyInstance *BI, FReplicatedPhysicsTarget &PhysicsTarget, const FRigidBodyErrorCorrection &ErrorCorrection, const float PingSecondsOneWay, bool *bDidHardSnap=nullptr)
 
ENGINE_API UWorldGetOwningWorld ()
 
ENGINE_API const UWorldGetOwningWorld () const
 

Constructor & Destructor Documentation

◆ FPhysicsReplication()

FPhysicsReplication::FPhysicsReplication ( FPhysScene PhysScene)

◆ ~FPhysicsReplication()

FPhysicsReplication::~FPhysicsReplication ( )
virtual

Member Function Documentation

◆ ApplyRigidBodyState() [1/2]

bool FPhysicsReplication::ApplyRigidBodyState ( float  DeltaSeconds,
FBodyInstance BI,
FReplicatedPhysicsTarget PhysicsTarget,
const FRigidBodyErrorCorrection ErrorCorrection,
const float  PingSecondsOneWay,
bool bDidHardSnap = nullptr 
)
protectedvirtual

◆ ApplyRigidBodyState() [2/2]

bool FPhysicsReplication::ApplyRigidBodyState ( float  DeltaSeconds,
FBodyInstance BI,
FReplicatedPhysicsTarget PhysicsTarget,
const FRigidBodyErrorCorrection ErrorCorrection,
const float  PingSecondsOneWay,
int32  LocalFrame,
int32  NumPredictedFrames 
)
protectedvirtual

Called when a dynamic rigid body receives a physics update

◆ GetOwningWorld() [1/2]

UWorld * FPhysicsReplication::GetOwningWorld ( )
protected

◆ GetOwningWorld() [2/2]

const UWorld * FPhysicsReplication::GetOwningWorld ( ) const
protected

◆ OnSetReplicatedTarget()

virtual void FPhysicsReplication::OnSetReplicatedTarget ( UPrimitiveComponent *  Component,
FName  BoneName,
const FRigidBodyState ReplicatedTarget,
int32  ServerFrame,
FReplicatedPhysicsTarget Target 
)
inlineprotectedvirtual

◆ OnTargetRestored()

virtual void FPhysicsReplication::OnTargetRestored ( TWeakObjectPtr< UPrimitiveComponent >  Component,
const FReplicatedPhysicsTarget Target 
)
inlineprotectedvirtual

◆ OnTick()

void FPhysicsReplication::OnTick ( float  DeltaSeconds,
TMap< TWeakObjectPtr< UPrimitiveComponent >, FReplicatedPhysicsTarget > &  ComponentsToTargets 
)
protectedvirtual

Update the physics body state given a set of replicated targets

◆ RemoveReplicatedTarget()

void FPhysicsReplication::RemoveReplicatedTarget ( UPrimitiveComponent *  Component)
overridevirtual

Remove the replicated target

Implements IPhysicsReplication.

◆ SetReplicatedTarget()

void FPhysicsReplication::SetReplicatedTarget ( UPrimitiveComponent *  Component,
FName  BoneName,
const FRigidBodyState ReplicatedTarget,
int32  ServerFrame 
)
overridevirtual

Sets the latest replicated target for a body instance

Implements IPhysicsReplication.

◆ ShouldSkipPhysicsReplication()

bool FPhysicsReplication::ShouldSkipPhysicsReplication ( )
static

Helper method so the Skip Replication CVar can be check elsewhere (including game extensions to this class)

◆ Tick()

void FPhysicsReplication::Tick ( float  DeltaSeconds)
overridevirtual

Tick and update all body states according to replicated targets

Reimplemented from IPhysicsReplication.


The documentation for this class was generated from the following files: