![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <ReplicatedState.h>
Public Member Functions | |
| ENGINE_API | FRepMovement () |
| ENGINE_API bool | SerializeQuantizedVector (FArchive &Ar, FVector &Vector, EVectorQuantization QuantizationLevel) |
| ENGINE_API bool | NetSerialize (FArchive &Ar, class UPackageMap *Map, bool &bOutSuccess) |
| void | FillFrom (const FRigidBodyState &RBState, const AActor *const Actor=nullptr, int32 InServerFrame=0) |
| void | CopyTo (FRigidBodyState &RBState, const AActor *const Actor=nullptr) const |
| bool | operator== (const FRepMovement &Other) const |
| bool | operator!= (const FRepMovement &Other) const |
Static Public Member Functions | |
| static ENGINE_API FVector | RebaseOntoLocalOrigin (const FVector &Location, const FIntVector &LocalOrigin) |
| static ENGINE_API FVector | RebaseOntoZeroOrigin (const FVector &Location, const FIntVector &LocalOrigin) |
| static ENGINE_API FVector | RebaseOntoLocalOrigin (const FVector &Location, const AActor *const WorldContextActor) |
| static ENGINE_API FVector | RebaseOntoZeroOrigin (const FVector &Location, const AActor *const WorldContextActor) |
| static ENGINE_API FVector | RebaseOntoLocalOrigin (const FVector &Location, const class UActorComponent *const WorldContextActorComponent) |
| static ENGINE_API FVector | RebaseOntoZeroOrigin (const FVector &Location, const class UActorComponent *const WorldContextActorComponent) |
Static Public Attributes | |
| static ENGINE_API int32 | EnableMultiplayerWorldOriginRebasing = 0 |
Replicated movement data of our RootComponent. Struct used for efficient replication as velocity and location are generally replicated together (this saves a repindex) and velocity.Z is commonly zero (most position replications are for walking pawns).
| FRepMovement::FRepMovement | ( | ) |
|
inline |
|
inline |
| bool FRepMovement::NetSerialize | ( | FArchive & | Ar, |
| class UPackageMap * | Map, | ||
| bool & | bOutSuccess | ||
| ) |
|
inline |
|
inline |
|
static |
Rebase zero-origin position onto an Actor's local world origin.
Rebase zero-origin position onto local world origin value based on an actor's world.
|
static |
Rebase zero-origin position onto local world origin value based on an actor component's world.
|
static |
Rebase zero-origin position onto local world origin value.
|
static |
Rebase an Actor's local-origin position onto zero world origin value.
Rebase local-origin position onto zero world origin value based on an actor's world.
|
static |
Rebase local-origin position onto zero world origin value based on an actor component's world.
|
static |
Rebase local-origin position onto zero world origin value.
| bool FRepMovement::SerializeQuantizedVector | ( | FArchive & | Ar, |
| FVector & | Vector, | ||
| EVectorQuantization | QuantizationLevel | ||
| ) |
| FVector FRepMovement::Acceleration |
Acceleration of component in world space. Only valid if bRepAcceleration is set.
| FVector FRepMovement::AngularVelocity |
Velocity of rotation for component (only valid if bRepPhysics is set)
| uint8 FRepMovement::bRepAcceleration |
If set, additional acceleration data will be replicated.
| uint8 FRepMovement::bRepPhysics |
If set, additional physic data (angular velocity) will be replicated.
| uint8 FRepMovement::bSimulatedPhysicSleep |
If set, RootComponent should be sleeping.
|
static |
True if multiplayer rebasing is enabled, corresponds to p.EnableMultiplayerWorldOriginRebasing console variable
If true, origin rebasing is enabled in multiplayer games, meaning that servers and clients can have different local world origins.
| FVector FRepMovement::LinearVelocity |
Velocity of component in world space
| FVector FRepMovement::Location |
Location in world space
| EVectorQuantization FRepMovement::LocationQuantizationLevel |
Allows tuning the compression level for the replicated location vector. You should only need to change this from the default if you see visual artifacts.
| FRotator FRepMovement::Rotation |
Current rotation
| ERotatorQuantization FRepMovement::RotationQuantizationLevel |
Allows tuning the compression level for replicated rotation. You should only need to change this from the default if you see visual artifacts.
| int32 FRepMovement::ServerFrame |
Server physics step
| int32 FRepMovement::ServerPhysicsHandle = INDEX_NONE |
ID assigned by server used to ensure determinism by physics.
| EVectorQuantization FRepMovement::VelocityQuantizationLevel |
Allows tuning the compression level for the replicated velocity vectors. You should only need to change this from the default if you see visual artifacts.