![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <NetworkPhysicsComponent.h>
Inheritance diagram for FNetworkPhysicsCallback:Public Attributes | |
| FOnPreProcessInputsInternal | PreProcessInputsInternal |
| FOnPostProcessInputsInternal | PostProcessInputsInternal |
| FOnInjectInputsExternal | InjectInputsExternal |
| UWorld * | World = nullptr |
| TArray< Chaos::ISimCallbackObject * > | RewindableCallbackObjects |
Public Attributes inherited from Chaos::IRewindCallback | |
| Chaos::FRewindData * | RewindData = nullptr |
Network physics rewind callback to manage all the sim callbacks rewind functionalities
|
inline |
|
overridevirtual |
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.
Called after each rewind step. This is to give user code the opportunity to trigger other code after each rewind step Usually to simulate external systems that ran in lock step with the physics sim
Reimplemented from Chaos::IRewindCallback.
|
overridevirtual |
Called before each rewind step. This is to give user code the opportunity to trigger other code before each rewind step Usually to simulate external systems that ran in lock step with the physics sim
Reimplemented from Chaos::IRewindCallback.
|
virtual |
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.
|
overridevirtual |
Called before any sim callbacks are triggered but after physics data has marshalled over This means brand new physics particles are already created for example, and any pending game thread modifications have happened See ISimCallbackObject for recording inputs to callbacks associated with this PhysicsStep
Reimplemented from Chaos::IRewindCallback.
|
inlineoverridevirtual |
Register a sim callback onto the rewind callback
Reimplemented from Chaos::IRewindCallback.
|
overridevirtual |
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.
|
inlineoverridevirtual |
Unregister a sim callback from the rewind callback
Reimplemented from Chaos::IRewindCallback.
| FOnInjectInputsExternal FNetworkPhysicsCallback::InjectInputsExternal |
| FOnPostProcessInputsInternal FNetworkPhysicsCallback::PostProcessInputsInternal |
| FOnPreProcessInputsInternal FNetworkPhysicsCallback::PreProcessInputsInternal |
| TArray<Chaos::ISimCallbackObject*> FNetworkPhysicsCallback::RewindableCallbackObjects |
| UWorld* FNetworkPhysicsCallback::World = nullptr |