#include <PhysicsReplication.h>
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| virtual ENGINE_API void | OnTick (float DeltaSeconds, TMap< TWeakObjectPtr< UPrimitiveComponent >, FReplicatedPhysicsTarget > &ComponentsToTargets) |
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| virtual void | OnTargetRestored (TWeakObjectPtr< UPrimitiveComponent > Component, const FReplicatedPhysicsTarget &Target) |
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| virtual void | OnSetReplicatedTarget (UPrimitiveComponent *Component, FName BoneName, const FRigidBodyState &ReplicatedTarget, int32 ServerFrame, FReplicatedPhysicsTarget &Target) |
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| virtual ENGINE_API bool | ApplyRigidBodyState (float DeltaSeconds, FBodyInstance *BI, FReplicatedPhysicsTarget &PhysicsTarget, const FRigidBodyErrorCorrection &ErrorCorrection, const float PingSecondsOneWay, int32 LocalFrame, int32 NumPredictedFrames) |
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| virtual ENGINE_API bool | ApplyRigidBodyState (float DeltaSeconds, FBodyInstance *BI, FReplicatedPhysicsTarget &PhysicsTarget, const FRigidBodyErrorCorrection &ErrorCorrection, const float PingSecondsOneWay, bool *bDidHardSnap=nullptr) |
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| ENGINE_API UWorld * | GetOwningWorld () |
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| ENGINE_API const UWorld * | GetOwningWorld () const |
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◆ FPhysicsReplication()
| FPhysicsReplication::FPhysicsReplication |
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FPhysScene * |
PhysScene | ) |
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◆ ~FPhysicsReplication()
| FPhysicsReplication::~FPhysicsReplication |
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virtual |
◆ ApplyRigidBodyState() [1/2]
◆ ApplyRigidBodyState() [2/2]
Called when a dynamic rigid body receives a physics update
◆ GetOwningWorld() [1/2]
| UWorld * FPhysicsReplication::GetOwningWorld |
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protected |
◆ GetOwningWorld() [2/2]
| const UWorld * FPhysicsReplication::GetOwningWorld |
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const |
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protected |
◆ OnSetReplicatedTarget()
◆ OnTargetRestored()
◆ OnTick()
Update the physics body state given a set of replicated targets
◆ RemoveReplicatedTarget()
| void FPhysicsReplication::RemoveReplicatedTarget |
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UPrimitiveComponent * |
Component | ) |
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overridevirtual |
◆ SetReplicatedTarget()
| void FPhysicsReplication::SetReplicatedTarget |
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UPrimitiveComponent * |
Component, |
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FName |
BoneName, |
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const FRigidBodyState & |
ReplicatedTarget, |
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int32 |
ServerFrame |
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) |
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overridevirtual |
◆ ShouldSkipPhysicsReplication()
| bool FPhysicsReplication::ShouldSkipPhysicsReplication |
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static |
Helper method so the Skip Replication CVar can be check elsewhere (including game extensions to this class)
◆ Tick()
| void FPhysicsReplication::Tick |
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float |
DeltaSeconds | ) |
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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: