UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FReplicatedPhysicsTargetAsync Struct Reference

#include <PhysicsReplication.h>

Public Member Functions

 FReplicatedPhysicsTargetAsync ()
 
const bool IsWaiting () const
 
void SetWaiting (int32 InWaitForServerFrame, EPhysicsReplicationMode InRepModeOverride)
 
void SetWaiting (int32 InWaitForServerFrame)
 
void UpdateWaiting (int32 InServerFrame)
 

Public Attributes

FRigidBodyState TargetState
 
float AccumulatedErrorSeconds
 
int32 TickCount
 
int32 ServerFrame
 
int32 FrameOffset
 
int32 ReceiveFrame
 
int32 ReceiveInterval
 
float AverageReceiveInterval
 
EPhysicsReplicationMode RepMode
 
EPhysicsReplicationMode RepModeOverride
 
FVector PrevPosTarget
 
FQuat PrevRotTarget
 
FVector PrevPos
 
FVector PrevLinVel
 
float AccumulatedSleepSeconds
 
bool bAllowTargetAltering
 
int32 WaitForServerFrame
 

Constructor & Destructor Documentation

◆ FReplicatedPhysicsTargetAsync()

FReplicatedPhysicsTargetAsync::FReplicatedPhysicsTargetAsync ( )
inline

Member Function Documentation

◆ IsWaiting()

const bool FReplicatedPhysicsTargetAsync::IsWaiting ( ) const
inline

Is this target waiting for up to date data?

◆ SetWaiting() [1/2]

void FReplicatedPhysicsTargetAsync::SetWaiting ( int32  InWaitForServerFrame)
inline

Set target to wait for data newer than

Parameters
InWaitForServerFrame

◆ SetWaiting() [2/2]

void FReplicatedPhysicsTargetAsync::SetWaiting ( int32  InWaitForServerFrame,
EPhysicsReplicationMode  InRepModeOverride 
)
inline

Set target to wait for data newer than

Parameters
InWaitForServerFrameand while waiting replicate via
InRepModeOverride

◆ UpdateWaiting()

void FReplicatedPhysicsTargetAsync::UpdateWaiting ( int32  InServerFrame)
inline

Update waiting status and clear waiting if

Parameters
InServerFrameis newer than the frame we are waiting for

Member Data Documentation

◆ AccumulatedErrorSeconds

float FReplicatedPhysicsTargetAsync::AccumulatedErrorSeconds

Physics sync error accumulation

◆ AccumulatedSleepSeconds

float FReplicatedPhysicsTargetAsync::AccumulatedSleepSeconds

Accumulated seconds asleep

◆ AverageReceiveInterval

float FReplicatedPhysicsTargetAsync::AverageReceiveInterval

◆ bAllowTargetAltering

bool FReplicatedPhysicsTargetAsync::bAllowTargetAltering

If this target is allowed to be altered, via extrapolation or target alignment via TickCount

◆ FrameOffset

int32 FReplicatedPhysicsTargetAsync::FrameOffset

The frame offset between local client and server. (LocalFrame = ServerFrame - FrameOffset)

◆ PrevLinVel

FVector FReplicatedPhysicsTargetAsync::PrevLinVel

◆ PrevPos

FVector FReplicatedPhysicsTargetAsync::PrevPos

◆ PrevPosTarget

FVector FReplicatedPhysicsTargetAsync::PrevPosTarget

Correction values from previous update

◆ PrevRotTarget

FQuat FReplicatedPhysicsTargetAsync::PrevRotTarget

◆ ReceiveFrame

int32 FReplicatedPhysicsTargetAsync::ReceiveFrame

The local client frame when receiving this target from the server

◆ ReceiveInterval

int32 FReplicatedPhysicsTargetAsync::ReceiveInterval

Local physics frames between received targets

◆ RepMode

EPhysicsReplicationMode FReplicatedPhysicsTargetAsync::RepMode

The replication mode this PhysicsObject should use

◆ RepModeOverride

EPhysicsReplicationMode FReplicatedPhysicsTargetAsync::RepModeOverride

◆ ServerFrame

int32 FReplicatedPhysicsTargetAsync::ServerFrame

ServerFrame this target was replicated on. (LocalFrame = ServerFrame - FrameOffset)

◆ TargetState

FRigidBodyState FReplicatedPhysicsTargetAsync::TargetState

The target state replicated by server

◆ TickCount

int32 FReplicatedPhysicsTargetAsync::TickCount

The amount of simulation ticks this target has been used for

◆ WaitForServerFrame

int32 FReplicatedPhysicsTargetAsync::WaitForServerFrame

ServerFrame for the target to wait on, no replication will be performed while waiting for up to date data.


The documentation for this struct was generated from the following file: