#include <PhysicsReplication.h>
◆ FReplicatedPhysicsTargetAsync()
| FReplicatedPhysicsTargetAsync::FReplicatedPhysicsTargetAsync |
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| ) |
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inline |
◆ IsWaiting()
| const bool FReplicatedPhysicsTargetAsync::IsWaiting |
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const |
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inline |
Is this target waiting for up to date data?
◆ SetWaiting() [1/2]
| void FReplicatedPhysicsTargetAsync::SetWaiting |
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int32 |
InWaitForServerFrame | ) |
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inline |
Set target to wait for data newer than
- Parameters
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◆ SetWaiting() [2/2]
Set target to wait for data newer than
- Parameters
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| InWaitForServerFrame | and while waiting replicate via |
| InRepModeOverride | |
◆ UpdateWaiting()
| void FReplicatedPhysicsTargetAsync::UpdateWaiting |
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int32 |
InServerFrame | ) |
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inline |
Update waiting status and clear waiting if
- Parameters
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| InServerFrame | is newer than the frame we are waiting for |
◆ 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
The replication mode this PhysicsObject should use
◆ RepModeOverride
◆ ServerFrame
| int32 FReplicatedPhysicsTargetAsync::ServerFrame |
ServerFrame this target was replicated on. (LocalFrame = ServerFrame - FrameOffset)
◆ 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: