◆ FAsyncPhysicsInputRewindCallback()
| FAsyncPhysicsInputRewindCallback::FAsyncPhysicsInputRewindCallback |
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UWorld * |
InWorld | ) |
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inline |
◆ InjectInputs_External()
| virtual void FAsyncPhysicsInputRewindCallback::InjectInputs_External |
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int32 |
PhysicsStep, |
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int32 |
NumSteps |
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) |
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inlineoverridevirtual |
Called before inputs are split into potential sub-steps and marshalled over to the physics thread. The physics state has not been applied yet, and cannot be inspected anyway because this is triggered from the external thread (game thread) Gives user the ability to call GetProducerInputData_External one last time. Input data is shared amongst sub-steps. If NumSteps > 1 it means any input data injected will be shared for all sub-steps generated
Reimplemented from Chaos::IRewindCallback.
◆ ProcessInputs_External()
Called before any inputs are marshalled over to the physics thread. The physics state has not been applied yet, and cannot be inspected anyway because this is triggered from the external thread (game thread) Gives user the ability to modify inputs or record them - this can help with reducing latency if you want to act on inputs immediately
Reimplemented from Chaos::IRewindCallback.
◆ TriggerRewindIfNeeded_Internal()
| virtual int32 FAsyncPhysicsInputRewindCallback::TriggerRewindIfNeeded_Internal |
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int32 |
LatestStepCompleted | ) |
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inlineoverridevirtual |
Called after sim step to give the option to rewind. Any pending inputs for the next frame will remain in the queue Return the PhysicsStep to start resimulating from. Resim will run up until latest step passed into RecordInputs (i.e. latest physics sim simulated so far) Return INDEX_NONE to indicate no rewind
Reimplemented from Chaos::IRewindCallback.
◆ CachedServerFrame
| int32 FAsyncPhysicsInputRewindCallback::CachedServerFrame = 0 |
◆ DispatchPhysicsTick
◆ World
| UWorld* FAsyncPhysicsInputRewindCallback::World = nullptr |
The documentation for this struct was generated from the following file: