code: template<typename ModelDef> void RemapClientSimulationID ( [FNetworkPredictionID](API\Plugins\NetworkPrediction\FNetworkPredictionID) ClientID, [FNetworkPredictionID](API\Plugins\NetworkPrediction\FNetworkPredictionID) ServerID )


module: NetworkPrediction

code: void SyncNetworkPredictionSettings ( const [UNetworkPredictionSettingsObject](API\Plugins\NetworkPrediction\UNetworkPredictionSettingsObject) * Settings )


code: template<typename ModelDef> void UnregisterInstance ( [FNetworkPredictionID](API\Plugins\NetworkPrediction\FNetworkPredictionID) ID )


className: UNetworkPredictionWorldManager

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UNetworkPredictionWorldManager : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)

ReplicatedManager

type: TObjectPtr<ANe...

description: Server created, replicated manager (only used for centralized/system wide data replication)


className: InvokeMask

code: static constexpr [ENetSimCueInvoker](API\Plugins\NetworkPrediction\ENetSimCueInvoker) InvokeMask { ENetSimCueInvoker::All };


code: UNetworkPredictionWorldManager()


className: ReplicationTarget

code: static constexpr [ENetSimCueReplicationTarget](API\Plugins\NetworkPrediction\ENetSimCueReplicationTarget) ReplicationTarget { ENetSimCueReplicationTarget::None };


className: Resimulate

code: static constexpr bool Resimulate { false };


code: static constexpr [ENetSimCueInvoker](API\Plugins\NetworkPrediction\ENetSimCueInvoker) InvokeMask { ENetSimCueInvoker::Predict | ENetSimCueInvoker::SimExtrapolate };


className: Weak

description: Non replicated cue that only plays during "latest" simulate. Will not be played during rewind/resimulate. Lightest weight cue. Best used for cosmetic, non critical events. Footsteps, impact effects, etc.

code: struct Weak


className: WeakClientsOnly

description: Same as above but will play on all clients, just not the authority. Useful for something that is purely cosmetic. E.g, does not run on the server but all clients should see it if they are running the sim

code: struct WeakClientsOnly


code: static constexpr [ENetSimCueInvoker](API\Plugins\NetworkPrediction\ENetSimCueInvoker) InvokeMask { ENetSimCueInvoker::Predict };


className: WeakOwningClientOnly

description: Same as above but will only play on the owning, autonomous proxy client (not on authority, not on simulated clients) Useful if the Cue is needed for only the controlling player, maybe like a HUD/UI notification pop

code: struct WeakOwningClientOnly


module: NetworkPredictionExtras

code: void Action_Blink_Pressed()


code: void Action_Blink_Released()


code: void Action_Dash_Pressed()


code: void Action_Dash_Released()


code: void Action_Primary_Pressed()


code: void Action_Primary_Released()


code: void Action_Secondary_Pressed()


code: void Action_Secondary_Released()


code: void Action_Sprint_Pressed()


code: void Action_Sprint_Released()


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability") float GetMaxStamina() const


code: const [UMockFlyingAbilityComponent](API\Plugins\NetworkPredictionExtras\UMockFlyingAbilityComponent) * GetMockFlyingAbilityComponent() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability") float GetStamina() const


code: void ProduceInput ( const int32 SimTimeMS, [FMockAbilityInputCmd](API\Plugins\NetworkPredictionExtras\FMockAbilityInputCmd) & Cmd )


description: Allows a Pawn to set up custom input bindings. Called upon possession by a PlayerController, using the InputComponent created byCreatePlayerInputComponent().

code: virtual void SetupPlayerInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * PlayerInputComponent )


code: ANetworkPredictionExtrasFlyingPawn_MockAbility ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay") void AddMaxMoveSpeed ( float AdditiveMaxMoveSpeed )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay") float GetMaxMoveSpeed() const


description:
Get the owning connection used for communicating between client/server
NetConnection to the client or server for this actor

code: virtual [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GetNetConnection() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Debug") void PrintDebug()


description: Example subclass ofANetworkPredictionExtrasFlyingPawnthat uses the MockAbility simulation.

AbilityInputPreset

type: ENetworkPredict...

bBlinkPressed

type: bool


code: void ProduceInput ( const int32 DeltaMS, [FCharacterMotionInputCmd](API\Plugins\NetworkPredictionExtras\FCharacterMotionInputCmd) & Cmd )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay") void SetMaxMoveSpeed ( float NewMaxMoveSpeed )


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


code: ANetworkPredictionExtrasCharacter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ANetworkPredictionExtrasCharacter

description: Sample pawn that usesUCharacterMotionComponent. The main thing this provides is actually producing user input for the component/simulation to consume.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ANetworkPredictionExtrasCharacter : public [APawn](API\Runtime\Engine\GameFramework\APawn)

bFakeAutonomousProxy

description: Actor will behave like autonomous proxy even though not posessed by an APlayercontroller.

CharacterMotionComponent

type: TObjectPtr<UCh...


code: void Action_Blink_Pressed()


code: void Action_Blink_Released()


code: void Action_Dash_Pressed()


code: void Action_Dash_Released()


code: void Action_Jump_Pressed()


code: void Action_Jump_Released()


code: void Action_Primary_Pressed()


code: void Action_Primary_Released()


code: void Action_Secondary_Pressed()


code: void Action_Secondary_Released()


code: void Action_Sprint_Pressed()


code: void Action_Sprint_Released()


code: virtual void BeginPlay()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability") float GetMaxStamina() const


code: const [UMockCharacterAbilityComponent](API\Plugins\NetworkPredictionExtras\UMockCharacterAbilityComponent) * GetMockCharacterAbilityComponent() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability") float GetStamina() const


code: void ProduceInput ( const int32 SimTimeMS, [FMockCharacterAbilityInputCmd](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilityInputCmd) & Cmd )


code: virtual void SetupPlayerInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * PlayerInputComponent )


code: ANetworkPredictionExtrasCharacter_MockAbility ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Example subclass ofANetworkPredictionExtrasCharacterthat uses the MockAbility simulation.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay") void AddMaxMoveSpeed ( float AdditiveMaxMoveSpeed )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay") float GetMaxMoveSpeed() const


code: virtual [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GetNetConnection() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Debug") void PrintDebug()


code: void ProduceInput ( const int32 DeltaMS, [FFlyingMovementInputCmd](API\Plugins\NetworkPredictionExtras\FFlyingMovementInputCmd) & Cmd )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay") void SetMaxMoveSpeed ( float NewMaxMoveSpeed )


code: virtual void Tick ( float DeltaSeconds )


code: ANetworkPredictionExtrasFlyingPawn ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ANetworkPredictionExtrasFlyingPawn

description: Sample pawn that usesUFlyingMovementComponent. The main thing this provides is actually producing user input for the component/simulation to consume.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ANetworkPredictionExtrasFlyingPawn : public [APawn](API\Runtime\Engine\GameFramework\APawn)

FlyingMovementComponent

type: TObjectPtr<UFl...


className: ANetworkPredictionExtrasGameMode

description: No constructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class ANetworkPredictionExtrasGameMode : public [AGameMode](API\Runtime\Engine\GameFramework\AGameMode)


className: ANetworkPredictionExtrasGameState

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class ANetworkPredictionExtrasGameState : public [AGameState](API\Runtime\Engine\GameFramework\AGameState)


className: CharacterMotionStateTypes


className: ECharacterMovementMode

description: Movement mode

code: enum ECharacterMovementMode { None, Walking, Falling, }


code: enum ENetworkPredictionExtrasMockCharacterAbilityInputPreset { None, Sprint, Dash, Blink, Jump, }


code: enum ENetworkPredictionExtrasMockAbilityInputPreset { None, Sprint, Dash, Blink, }


description: Once spawned, there are some useful console commands: NetworkPredictionExtras.Character.CameraSyle [0-3] Changes camera mode style. nms.Debug.LocallyControlledPawn 1 Enables debug hud. binds to '9' by default, seeANetworkPredictionExtrasCharacter()nms.Debug.ToggleContinous 1 Toggles continuous updates of the debug hud. binds to '0' by default, seeANetworkPredictionExtrasCharacter()

code: enum ENetworkPredictionExtrasCharacterInputPreset { None, Forward, }


description: Once spawned, there are some useful console commands: NetworkPredictionExtras.FlyingPawn.CameraSyle [0-3] Changes camera mode style. nms.Debug.LocallyControlledPawn 1 Enables debug hud. binds to '9' by default, seeANetworkPredictionExtrasFlyingPawn()nms.Debug.ToggleContinous 1 Toggles continuous updates of the debug hud. binds to '0' by default, seeANetworkPredictionExtrasFlyingPawn()

code: enum ENetworkPredictionExtrasFlyingInputPreset { None, Forward, }


code: FVector GetPenetrationAdjustment ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


code: void InitCollisionParams ( [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & OutParams, [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & OutResponseParam ) const


code: bool MoveUpdatedComponent ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutHit, ETeleportType Teleport ) const


code: bool OverlapTest ( const FVector & Location, const FQuat & RotationQuat, const ECollisionChannel CollisionChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [AActor](API\Runtime\Engine\GameFramework\AActor) * IgnoreActor ) const


code: bool ResolvePenetration ( const FVector & ProposedAdjustment, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FQuat & NewRotationQuat ) const


code: bool SafeMoveUpdatedComponent ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, ETeleportType Teleport ) const


code: void SetComponents ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InUpdatedComponent, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPrimitiveComponent )


className: FBaseMovementSimulation

description: This provides a base for movement related simulations: moving an "UpdatedComponent" around the world. There is no actual Update function provided here, it will be implemented by subclasses.

code: class FBaseMovementSimulation

MoveComponentFlags

type: EMoveComponentF...

description: Flags that control the behavior of calls to MoveComponent() on our UpdatedComponent.

UpdatedComponent

type: USceneComponent...

UpdatedPrimitive

type: UPrimitiveCompo...


code: void Interpolate ( const [FCharacterMotionAuxState](API\Plugins\NetworkPredictionExtras\FCharacterMotionAuxState) * From, const [FCharacterMotionAuxState](API\Plugins\NetworkPredictionExtras\FCharacterMotionAuxState) * To, float PCT )


code: void NetSerialize ( const [FNetSerializeParams](API\Plugins\NetworkPrediction\FNetSerializeParams) & P )


code: bool ShouldReconcile ( const [FCharacterMotionAuxState](API\Plugins\NetworkPredictionExtras\FCharacterMotionAuxState) & AuthorityState ) const


code: void ToString ( FAnsiStringBuilderBase & Out ) const


className: FCharacterMotionAuxState

description: Auxiliary state that is input into the simulation.

code: struct FCharacterMotionAuxState

Acceleration

type: float


code: FCharacterMotionInputCmd()


className: FCharacterMotionInputCmd

description: State the client generates.

code: struct FCharacterMotionInputCmd

MovementInput

type: FVector

RotationInput

type: FRotator

description: Input: "pure" input for this frame. At this level, frame time has not been accounted for. (E.g., "move straight" would be (1,0,0) regardless of frame time)


code: virtual void ComputeFloorDist ( const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output, const FVector & Location, [FFloorTestResult](API\Plugins\NetworkPredictionExtras\FFloorTestResult) & OutFloorResult, float SweepDistance ) const


code: virtual FVector ComputeGravity ( float DeltaSeconds, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output, const FVector & Delta ) const


code: virtual FVector ComputeLocalInput ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output ) const


code: virtual FRotator ComputeLocalRotation ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output ) const


code: virtual FVector ComputeSlideVector ( const FVector & Delta, const float Time, const FVector & Normal, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


description: Computes a velocity based on InputVelocity and current state.

code: virtual FVector ComputeVelocity ( float DeltaSeconds, const FVector & InitialVelocity, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output, const FVector & LocalSpaceMovementInput ) const


code: virtual void FindFloor ( const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output, const FVector & Location, [FFloorTestResult](API\Plugins\NetworkPredictionExtras\FFloorTestResult) & OutFloorResult ) const


code: virtual bool FloorSweepTest ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector & Start, const FVector & End, ECollisionChannel TraceChannel, const struct [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


className: ForceMispredict

description: Dev tool to force simple mispredict

code: static bool ForceMispredict = false;


description: Called at start of simulation to avoid using old cached values.

code: virtual void InvalidateCache()


code: virtual bool IsExceedingMaxSpeed ( const FVector & Velocity, float InMaxSpeed ) const


code: virtual bool IsValidLandingSpot ( const FVector & Location, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output, const FVector & Delta ) const


code: virtual void Movement_Falling ( float DeltaSeconds, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output, const FVector & LocalSpaceMovementInput )


code: virtual bool IsWalkable ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output ) const


code: virtual void Movement_Walking ( float DeltaSeconds, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output, const FVector & LocalSpaceMovementInput )


description: Callbacks.

code: void OnBeginOverlap ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OverlappedComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepResult )


code: virtual void PerformMovement ( float DeltaSeconds, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output, const FVector & LocalSpaceMovementInput )


description: General tolerance value for rotation checks

code: static constexpr float ROTATOR_TOLERANCE = (1e-3);


code: virtual void SetMovementMode ( [ECharacterMovementMode](API\Plugins\NetworkPredictionExtras\ECharacterMovementMode) MovementMode, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output )


code: virtual float SlideAlongSurface ( const FVector & Delta, float Time, const FQuat Rotation, const FVector & Normal, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, bool bHandleImpact )


code: virtual void TwoWallAdjust ( FVector & OutDelta, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FVector & OldHitNormal ) const


className: FCharacterMotionSimulation

code: class FCharacterMotionSimulation : public [FBaseMovementSimulation](API\Plugins\NetworkPredictionExtras\FBaseMovementSimulation)

CachedFloor

type: FFloorTestResul...


code: void Interpolate ( const [FCharacterMotionSyncState](API\Plugins\NetworkPredictionExtras\FCharacterMotionSyncState) * From, const [FCharacterMotionSyncState](API\Plugins\NetworkPredictionExtras\FCharacterMotionSyncState) * To, float PCT )


code: void NetSerialize ( const [FNetSerializeParams](API\Plugins\NetworkPrediction\FNetSerializeParams) & P )


code: bool ShouldReconcile ( const [FCharacterMotionSyncState](API\Plugins\NetworkPredictionExtras\FCharacterMotionSyncState) & AuthorityState ) const


description: Main update function

code: void SimulationTick ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [CharacterMotionStateTypes](API\Plugins\NetworkPredictionExtras\CharacterMotionStateTypes) > & Output )


code: FCharacterMotionSyncState()


code: void ToString ( FAnsiStringBuilderBase & Out ) const


className: FCharacterMotionSyncState

description: State we are evolving frame to frame and keeping in sync.

code: struct FCharacterMotionSyncState

MovementMode

type: ECharacterMovem...


description: Gets the distance to floor, either LineDist or FloorDist.

code: float GetDistanceToFloor() const


description: Returns true if the floor result hit a walkable surface.

code: bool IsWalkableFloor() const


code: void SetFromSweep ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHit, const float InSweepFloorDist, const bool bIsWalkableFloor )


code: FFloorTestResult()


className: FFloorTestResult

description: Data about the floor for walking movement, used by CharacterMovementComponent.

code: struct FFloorTestResult

bBlockingHit

type: uint32:  1

description: True if there was a blocking hit in the floor test that was NOT in initial penetration.

bWalkableFloor

description: True if the hit found a valid walkable floor.

FloorDist

description: The distance to the floor, computed from the swept capsule trace.

HitResult

type: FHitResult

description: Hit result of the test that found a floor.


code: void Interpolate ( const [FFlyingMovementAuxState](API\Plugins\NetworkPredictionExtras\FFlyingMovementAuxState) * From, const [FFlyingMovementAuxState](API\Plugins\NetworkPredictionExtras\FFlyingMovementAuxState) * To, float PCT )


code: bool ShouldReconcile ( const [FFlyingMovementAuxState](API\Plugins\NetworkPredictionExtras\FFlyingMovementAuxState) & AuthorityState ) const


className: FFlyingMovementAuxState

code: struct FFlyingMovementAuxState


code: FFlyingMovementInputCmd()


className: FFlyingMovementInputCmd

description: FlyingMovement: simple flying movement that was based on UE's FloatingPawnMovement

code: struct FFlyingMovementInputCmd


description: Callbacks.

code: void OnBeginOverlap ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OverlappedComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepResult )


description: Dev tool to force simple mispredict

code: static bool ForceMispredict = false;


code: static constexpr float ROTATOR_TOLERANCE = (1e-3);


code: float SlideAlongSurface ( const FVector & Delta, float Time, const FQuat Rotation, const FVector & Normal, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, bool bHandleImpact )


description: Main update function

code: void SimulationTick ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [FlyingMovementStateTypes](API\Plugins\NetworkPredictionExtras\FlyingMovementStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [FlyingMovementStateTypes](API\Plugins\NetworkPredictionExtras\FlyingMovementStateTypes) > & Output )


className: FFlyingMovementSimulation

code: class FFlyingMovementSimulation : public [FBaseMovementSimulation](API\Plugins\NetworkPredictionExtras\FBaseMovementSimulation)


code: void Interpolate ( const [FFlyingMovementSyncState](API\Plugins\NetworkPredictionExtras\FFlyingMovementSyncState) * From, const [FFlyingMovementSyncState](API\Plugins\NetworkPredictionExtras\FFlyingMovementSyncState) * To, float PCT )


code: bool ShouldReconcile ( const [FFlyingMovementSyncState](API\Plugins\NetworkPredictionExtras\FFlyingMovementSyncState) & AuthorityState ) const


code: void NetSerialize ( const [FNetSerializeParams](API\Plugins\NetworkPrediction\FNetSerializeParams) & P )


code: void ToString ( FAnsiStringBuilderBase & Out ) const


code: FFlyingMovementSyncState()


className: FFlyingMovementSyncState

code: struct FFlyingMovementSyncState


code: FLogCategoryLogParametricMovement()


className: FLogCategoryLogParametricMovement

code: struct FLogCategoryLogParametricMovement : public [FLogCategory< ELogVerbosity::Log, ELogVerbosity::All >](API\Runtime\Core\Logging\FLogCategory)


className: FlyingMovementStateTypes


code: void Interpolate ( const [FMockAbilityAuxState](API\Plugins\NetworkPredictionExtras\FMockAbilityAuxState) * From, const [FMockAbilityAuxState](API\Plugins\NetworkPredictionExtras\FMockAbilityAuxState) * To, float PCT )


code: bool ShouldReconcile ( const [FMockAbilityAuxState](API\Plugins\NetworkPredictionExtras\FMockAbilityAuxState) & AuthorityState ) const


className: FMockAbilityAuxState

code: struct FMockAbilityAuxState : public [FFlyingMovementAuxState](API\Plugins\NetworkPredictionExtras\FFlyingMovementAuxState)


className: ID

code: static [FNetSimCueTypeId](API\Plugins\NetworkPrediction\FNetSimCueTypeId) ID =0;


code: void NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: bool NetIdentical ( const [FMockAbilityBlinkActivateCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkActivateCue) & Other ) const


code: FMockAbilityBlinkActivateCue()


code: FMockAbilityBlinkActivateCue ( const FVector & InDestination, uint8 InRandomType )


className: FMockAbilityBlinkActivateCue

description: MockAbility NetSimCues - events emitted by the sim

code: struct FMockAbilityBlinkActivateCue


code: bool NetIdentical ( const [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue) & Other ) const


code: [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue) & operator= ( [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue) && Other )


code: [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue) & operator= ( const [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue) & Other )


code: FMockAbilityBlinkCue()


code: FMockAbilityBlinkCue ( [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue) && Other )


code: FMockAbilityBlinkCue ( const [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue) & Other )


code: FMockAbilityBlinkCue ( const FVector & Start, const FVector & Stop )


code: ~FMockAbilityBlinkCue()


className: FMockAbilityBlinkCue

description: Cue for blink (the moment the teleport happens)

code: struct FMockAbilityBlinkCue


code: bool NetIdentical ( const [FMockAbilityBlinkCue_ReplicatedNonPredicted](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue_ReplicatedN-) & Other ) const


code: struct FMockAbilityBlinkCue_ReplicatedNonPredicted : public [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue)


code: template<typename... ArgsType> FMockAbilityBlinkCue_ReplicatedNonPredicted ( ArgsType &&... Args )


code: static [FNetSimCueTypeId](API\Plugins\NetworkPrediction\FNetSimCueTypeId) ID =0;


code: bool NetIdentical ( const [FMockAbilityBlinkCue_ReplicatedXOrPredicted](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue_ReplicatedX-) & Other ) const


code: void NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: template<typename... ArgsType> FMockAbilityBlinkCue_ReplicatedXOrPredicted ( ArgsType &&... Args )


code: struct FMockAbilityBlinkCue_ReplicatedXOrPredicted : public [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue)


code: bool NetIdentical ( const [FMockAbilityBlinkCue_Strong](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue_Strong) & Other ) const


code: template<typename... ArgsType> FMockAbilityBlinkCue_Strong ( ArgsType &&... Args )


code: struct FMockAbilityBlinkCue_Strong : public [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue)


code: bool NetIdentical ( const [FMockAbilityBlinkCue_Weak](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue_Weak) & Other ) const


code: template<typename... ArgsType> FMockAbilityBlinkCue_Weak ( ArgsType &&... Args )


code: struct FMockAbilityBlinkCue_Weak : public [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue)


code: template<typename TDispatchTable> static void RegisterNetSimCueTypes ( TDispatchTable & DispatchTable )


className: FMockAbilityCueSet

description: The set of Cues the MockAbility simulation will invoke.

code: struct FMockAbilityCueSet


code: void NetSerialize ( const [FNetSerializeParams](API\Plugins\NetworkPrediction\FNetSerializeParams) & P )


code: void ToString ( FAnsiStringBuilderBase & Out ) const


className: FMockAbilityInputCmd

description: MockAbility Data structures

code: struct FMockAbilityInputCmd : public [FFlyingMovementInputCmd](API\Plugins\NetworkPredictionExtras\FFlyingMovementInputCmd)


code: bool NetIdentical ( const [FMockAbilityPhysicsGunFireCue](API\Plugins\NetworkPredictionExtras\FMockAbilityPhysicsGunFireCue) & Other ) const


code: FMockAbilityPhysicsGunFireCue()


code: FMockAbilityPhysicsGunFireCue ( const FVector & InStart, const FVector & InEnd, bool bInHasCooldown, [TArray](API\Runtime\Core\Containers\TArray)< FVector_NetQuantize100 > && InHitLocations )


className: FMockAbilityPhysicsGunFireCue

code: struct FMockAbilityPhysicsGunFireCue

HitLocations

type: TArray< FVector...


description: Main update function

code: void SimulationTick ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [TMockAbilityBufferTypes](API\Plugins\NetworkPredictionExtras\TMockAbilityBufferTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [TMockAbilityBufferTypes](API\Plugins\NetworkPredictionExtras\TMockAbilityBufferTypes) > & Output )


className: FMockAbilitySimulation

code: class FMockAbilitySimulation : public [FFlyingMovementSimulation](API\Plugins\NetworkPredictionExtras\FFlyingMovementSimulation)


code: void Interpolate ( const [FMockAbilitySyncState](API\Plugins\NetworkPredictionExtras\FMockAbilitySyncState) * From, const [FMockAbilitySyncState](API\Plugins\NetworkPredictionExtras\FMockAbilitySyncState) * To, float PCT )


code: bool ShouldReconcile ( const [FMockAbilitySyncState](API\Plugins\NetworkPredictionExtras\FMockAbilitySyncState) & AuthorityState ) const


className: FMockAbilitySyncState

code: struct FMockAbilitySyncState : public [FFlyingMovementSyncState](API\Plugins\NetworkPredictionExtras\FFlyingMovementSyncState)


code: void Interpolate ( const [FMockAuxState](API\Plugins\NetworkPredictionExtras\FMockAuxState) * From, const [FMockAuxState](API\Plugins\NetworkPredictionExtras\FMockAuxState) * To, float PCT )


code: bool ShouldReconcile ( const [FMockAuxState](API\Plugins\NetworkPredictionExtras\FMockAuxState) & Authority ) const


className: FMockAuxState

description: Auxiliary state that is input into the simulation. Doesn't change during the simulation tick. (It can change and even be predicted but doing so will trigger more bookeeping, etc. Changes will happen "next tick")

code: struct FMockAuxState


code: void Interpolate ( const [FMockCharacterAbilityAuxState](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilityAuxState) * From, const [FMockCharacterAbilityAuxState](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilityAuxState) * To, float PCT )


className: FMockCharacterAbilityAuxState

code: struct FMockCharacterAbilityAuxState : public [FCharacterMotionAuxState](API\Plugins\NetworkPredictionExtras\FCharacterMotionAuxState)


code: void NetSerialize ( const [FNetSerializeParams](API\Plugins\NetworkPrediction\FNetSerializeParams) & P )


code: void ToString ( FAnsiStringBuilderBase & Out ) const


code: bool ShouldReconcile ( const [FMockCharacterAbilityAuxState](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilityAuxState) & AuthorityState ) const


className: FMockCharacterAbilityInputCmd

description: MockCharacterAbilitySimulation definition

code: struct FMockCharacterAbilityInputCmd : public [FCharacterMotionInputCmd](API\Plugins\NetworkPredictionExtras\FCharacterMotionInputCmd)


description: Main update function

code: void SimulationTick ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [TMockCharacterAbilityBufferTypes](API\Plugins\NetworkPredictionExtras\TMockCharacterAbilityBufferTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [TMockCharacterAbilityBufferTypes](API\Plugins\NetworkPredictionExtras\TMockCharacterAbilityBufferTypes) > & Output )


className: FMockCharacterAbilitySimulation

code: class FMockCharacterAbilitySimulation : public [FCharacterMotionSimulation](API\Plugins\NetworkPredictionExtras\FCharacterMotionSimulation)


code: void Interpolate ( const [FMockCharacterAbilitySyncState](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilitySyncState) * From, const [FMockCharacterAbilitySyncState](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilitySyncState) * To, float PCT )


code: bool ShouldReconcile ( const [FMockCharacterAbilitySyncState](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilitySyncState) & AuthorityState ) const


className: FMockCharacterAbilitySyncState

code: struct FMockCharacterAbilitySyncState : public [FCharacterMotionSyncState](API\Plugins\NetworkPredictionExtras\FCharacterMotionSyncState)


code: static [FNetSimCueTypeId](API\Plugins\NetworkPrediction\FNetSimCueTypeId) ID =0;


code: FMockCue ( int32 InRand )


className: FMockCue

description: Simulation Cues

code: struct FMockCue


code: template<typename TDispatchTable> static void RegisterNetSimCueTypes ( TDispatchTable & DispatchTable )


className: FMockCueSet

description: Set of all cues the Mock simulation emits. Not strictly necessary and not that helpful when there is only one cue (but using since this is the example real simulations will want to use)

code: struct FMockCueSet


code: bool NetIdentical ( const [FMockGrenadeExplodeCue](API\Plugins\NetworkPredictionExtras\FMockGrenadeExplodeCue) & Other ) const


code: void NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FMockGrenadeExplodeCue()


className: FMockGrenadeExplodeCue

code: struct FMockGrenadeExplodeCue


code: void NetSerialize ( const [FNetSerializeParams](API\Plugins\NetworkPrediction\FNetSerializeParams) & P )


code: void ToString ( FAnsiStringBuilderBase & Out ) const


className: FMockInputCmd

description: Simulation State

code: struct FMockInputCmd


description: Main update function

code: void SimulationTick ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [TMockNetworkSimulationBufferTypes](API\Plugins\NetworkPredictionExtras\TMockNetworkSimulationBufferType-) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [TMockNetworkSimulationBufferTypes](API\Plugins\NetworkPredictionExtras\TMockNetworkSimulationBufferType-) > & Output )


className: FMockNetworkSimulation

code: class FMockNetworkSimulation


code: void Interpolate ( const [FMockPhysicsAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsAuxState) * From, const [FMockPhysicsAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsAuxState) * To, float PCT )


code: bool ShouldReconcile ( const [FMockPhysicsAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsAuxState) & AuthorityState ) const


className: FMockPhysicsAuxState

code: struct FMockPhysicsAuxState


className: ID

code: static [FNetSimCueTypeId](API\Plugins\NetworkPrediction\FNetSimCueTypeId) ID =0;


code: bool NetIdentical ( const [FMockPhysicsChargeCue](API\Plugins\NetworkPredictionExtras\FMockPhysicsChargeCue) & Other ) const


code: FMockPhysicsChargeCue()


code: FMockPhysicsChargeCue ( const FVector & InStart )


className: FMockPhysicsChargeCue

code: struct FMockPhysicsChargeCue


code: template<typename TDispatchTable> static void RegisterNetSimCueTypes ( TDispatchTable & DispatchTable )


className: FMockPhysicsCueSet

code: struct FMockPhysicsCueSet


code: void Interpolate ( const [FMockPhysicsGrenadeAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsGrenadeAuxState) * From, const [FMockPhysicsGrenadeAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsGrenadeAuxState) * To, float PCT )


code: bool ShouldReconcile ( const [FMockPhysicsGrenadeAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsGrenadeAuxState) & AuthorityState ) const


className: FMockPhysicsGrenadeAuxState

code: struct FMockPhysicsGrenadeAuxState


code: void NetSerialize ( const [FNetSerializeParams](API\Plugins\NetworkPrediction\FNetSerializeParams) & P )


code: void ToString ( FAnsiStringBuilderBase & Out ) const


code: FMockPhysicsInputCmd()


className: FMockPhysicsInputCmd

description: Mock Physics Simulation This is an example of NP Sim + Physics working together. The NP sim is super simple: it applies forces to the physics body based on InputCmd. In this example there is no Sync state, mainly to illustrate that it is actually optional. That is not a requirement of physics based NP sims.


code: bool NetIdentical ( const [FMockPhysicsJumpCue](API\Plugins\NetworkPredictionExtras\FMockPhysicsJumpCue) & Other ) const


code: void NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FMockPhysicsJumpCue()


code: FMockPhysicsJumpCue ( const FVector & InStart )


className: FMockPhysicsJumpCue

code: struct FMockPhysicsJumpCue


code: void SimulationTick ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [MockPhysicsStateTypes](API\Plugins\NetworkPredictionExtras\MockPhysicsStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [MockPhysicsStateTypes](API\Plugins\NetworkPredictionExtras\MockPhysicsStateTypes) > & Output )


className: FMockPhysicsSimulation

code: class FMockPhysicsSimulation

PrimitiveComponent

description: Physics Component we are driving.


code: void Interpolate ( const [FMockRootMotionAuxState](API\Plugins\NetworkPredictionExtras\FMockRootMotionAuxState) * From, const [FMockRootMotionAuxState](API\Plugins\NetworkPredictionExtras\FMockRootMotionAuxState) * To, float PCT )


code: bool ShouldReconcile ( const [FMockRootMotionAuxState](API\Plugins\NetworkPredictionExtras\FMockRootMotionAuxState) & AuthorityState ) const


className: FMockRootMotionAuxState

description: The aux state should hold state that does not frequently change. It is otherwise the same as sync state. (note that optimizations for sparse aux storage are not complete yet)

code: struct FMockRootMotionAuxState

Source

type: TMockRootMotion...


className: FMockRootMotionInputCmd

description: This is an initial prototype of root motion in the Network Prediction system. It is meant to flesh out some ideas before settling on a final design for the future of root motion. In other words, we do not expect the code here in NetworkPredictionExtas to be used directly in shipping systems. High level idea: -Get montage based root motion stood up -Expand on the idea of "Root Motion Sources" meaning any kind of motion-driving logic that can be decoupled from the "character/pawn movement system" -This would include simple curve based motions, programatically defined motion ("move towards actor"), or more complex, dynamic animation based motion. -Eventually this folds back into the "new movement system" and/or possibly becomes something that can stand on its own without being driven by the former (TBD). Issues / Callouts: -UObject* replication inside NP sync/aux state is not supported (Without disabling WithNetSharedSerialization)

code: struct FMockRootMotionInputCmd

PlaySource

description: State that is generated by the client.


className: ETransformType

code: enum ETransformType { Absolute, AnimationRelative, }


className: ESourceState

code: enum ESourceState { Continue, Stop, }


className: FMockRootMotionReturnValue

code: struct FMockRootMotionReturnValue

DeltaTransform

type: FTransform

State

type: ESourceState

TransformType

type: ETransformType


code: template<typename ProxyType> [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) * ResolveRootMotionSource ( const ProxyType & Proxy )


description: The main tick function.

code: void SimulationTick ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [MockRootMotionStateTypes](API\Plugins\NetworkPredictionExtras\MockRootMotionStateTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [MockRootMotionStateTypes](API\Plugins\NetworkPredictionExtras\MockRootMotionStateTypes) > & Output )


code: void ToString ( FAnsiStringBuilderBase & Out ) const


className: FMockRootMotionSimulation

description: The actual NetworkPrediction simulation code that implements root motion movement (root motion evaluation itself is done viaIMockRootMotionSourceMapbut the actual 'how to move thing given a delta' is done here)

code: class FMockRootMotionSimulation : public [FBaseMovementSimulation](API\Plugins\NetworkPredictionExtras\FBaseMovementSimulation)

RootMotionComponent

description: The component the root motion is relative to.

SourceStore

type: IRootMotionSour...


className: FMockRootMotionStepParameters

code: struct FMockRootMotionStepParameters

Location

type: const FVector &

Rotation

type: const FRotator ...


code: void Interpolate ( const [FMockRootMotionSyncState](API\Plugins\NetworkPredictionExtras\FMockRootMotionSyncState) * From, const [FMockRootMotionSyncState](API\Plugins\NetworkPredictionExtras\FMockRootMotionSyncState) * To, float PCT )


code: void NetSerialize ( const [FNetSerializeParams](API\Plugins\NetworkPrediction\FNetSerializeParams) & P )


code: bool ShouldReconcile ( const [FMockRootMotionSyncState](API\Plugins\NetworkPredictionExtras\FMockRootMotionSyncState) & AuthorityState ) const


className: FMockRootMotionSyncState

code: struct FMockRootMotionSyncState

Location

description: Transform state.


code: void Interpolate ( const [FMockSyncState](API\Plugins\NetworkPredictionExtras\FMockSyncState) * From, const [FMockSyncState](API\Plugins\NetworkPredictionExtras\FMockSyncState) * To, float PCT )


description: Compare this state with AuthorityState. return true if a reconcile (correction) should happen.

code: bool ShouldReconcile ( const [FMockSyncState](API\Plugins\NetworkPredictionExtras\FMockSyncState) & AuthorityState ) const


className: FMockSyncState

description: State we are evolving frame to frame and keeping in sync.

code: struct FMockSyncState


code: void Interpolate ( const [FParametricAuxState](API\Plugins\NetworkPredictionExtras\FParametricAuxState) * From, const [FParametricAuxState](API\Plugins\NetworkPredictionExtras\FParametricAuxState) * To, float PCT )


code: bool ShouldReconcile ( const [FParametricAuxState](API\Plugins\NetworkPredictionExtras\FParametricAuxState) & AuthorityState ) const


className: FParametricAuxState

code: struct FParametricAuxState


className: FParametricInputCmd

description: Parametric Movement Simulation Types

code: struct FParametricInputCmd

PlayRate

type: TOptional< floa...

description: Input Playrate. This being set can be thought of "telling the simulation what its new playrate should be".


code: static const TCHAR * GetName()


code: static constexpr int32 GetSortPriority()


className: ID

code: static [FModelDefId](API\Plugins\NetworkPrediction\FModelDefId) ID =0;


className: FParametricMovementModelDef

description: NetworkedSimulation Model type

code: class FParametricMovementModelDef : public [FNetworkPredictionModelDef](API\Plugins\NetworkPrediction\FNetworkPredictionModelDef)


code: void SimulationTick ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [ParametricMovementBufferTypes](API\Plugins\NetworkPredictionExtras\ParametricMovementBufferTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [ParametricMovementBufferTypes](API\Plugins\NetworkPredictionExtras\ParametricMovementBufferTypes) > & Output )


className: FParametricMovementSimulation

description: The actual movement simulation

code: class FParametricMovementSimulation : public [FBaseMovementSimulation](API\Plugins\NetworkPredictionExtras\FBaseMovementSimulation)

Motion

type: constFSimplePa...

description: Pointer to our static mapping of time->position.


code: void Interpolate ( const [FParametricSyncState](API\Plugins\NetworkPredictionExtras\FParametricSyncState) * From, const [FParametricSyncState](API\Plugins\NetworkPredictionExtras\FParametricSyncState) * To, float PCT )


code: void NetSerialize ( const [FNetSerializeParams](API\Plugins\NetworkPrediction\FNetSerializeParams) & P )


code: bool ShouldReconcile ( const [FParametricSyncState](API\Plugins\NetworkPredictionExtras\FParametricSyncState) & AuthorityState ) const


code: void ToString ( FAnsiStringBuilderBase & Out ) const


className: FParametricSyncState

code: struct FParametricSyncState

PlayRate

type: float


className: FRootMotionSourceCache

Instance

type: TObjectPtr<UMo...


description: Advance parametric time. This is meant to do simple things like looping/reversing etc.

code: void AdvanceParametricTime ( const float InPosition, const float InPlayRate, float & OutPosition, float & OutPlayRate, const float DeltaTimeSeconds ) const


description: Actually turn the given position into a transform. Again, should be static and not conditional on changing state outside of the network sim.

code: void MapTimeToTransform ( const float InPosition, FTransform & OutTransform ) const


className: FSimpleParametricMotion

description: Extremely simple struct for defining parametric motion. This is editable inUParametricMovementComponent's defaults, and also used by the simulation code.

ParametricDelta

type: FVector


code: float GetPreviousLength() const


code: bool operator== ( const [FSpring](API\Plugins\NetworkPredictionExtras\FSpring) & Spring ) const


code: void ResetState()


code: void SetPreviousLength ( float InLength )


className: FSpring

DampingStrength

description: Strength of damping term.

LocalDirection

description: Direction of spring force applied to body.

LocalPosition

description: Position of spring relative to actor, raycast starts here and force is applied at this position.

NaturalLength

description: Natural length of spring when it is not stretched/compressed.

RaycastLength

description: Lenght of raycast.

Stiffness

description: Strength of spring force.

TraceChannel

type: TEnumAsByte< EC...

description: Trace channel of raycast.


description: Push the Sync state to the AnimInstance this is debatable - the simulation code doesn't need to call this, its really the concern of the driver (UMockRootMotionComponent) and not all potential root motion sources are going to want to set a pose.

code: void FinalizePose ( const [FMockRootMotionSyncState](API\Plugins\NetworkPredictionExtras\FMockRootMotionSyncState) * Sync, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance )


description: Advance the root motion state by the given TimeStep.

code: FTransform StepRootMotion ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [FMockRootMotionSyncState](API\Plugins\NetworkPredictionExtras\FMockRootMotionSyncState) * In, [FMockRootMotionSyncState](API\Plugins\NetworkPredictionExtras\FMockRootMotionSyncState) * Out, const [FMockRootMotionAuxState](API\Plugins\NetworkPredictionExtras\FMockRootMotionAuxState) * Aux )


className: IMockRootMotionSourceMap

description: This is the interface into "things that actually provide root motion".

code: class IMockRootMotionSourceMap


code: static [INetworkPredictionExtrasModule](API\Plugins\NetworkPredictionExtras\INetworkPredictionExtrasModule) & Get()


code: static bool IsAvailable()


className: INetworkPredictionExtrasModule

code: class INetworkPredictionExtrasModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) * ResolveRootMotionSource ( int32 ID, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > & Data )


code: void StoreRootMotionSource ( int32 ID, [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) * Source )


className: IRootMotionSourceStore

description: Interface for managing instantiated root motion source objects.

code: class IRootMotionSourceStore


className: LogParametricMovement


className: MockPhysicsGrenadeTypes

code: typedef [TNetworkPredictionStateTypes](API\Plugins\NetworkPrediction\TNetworkPredictionStateTypes)< void, void, [FMockPhysicsGrenadeAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsGrenadeAuxState) > MockPhysicsGrenadeTypes


className: MockPhysicsStateTypes


className: MockRootMotionStateTypes

description: This just defines the state types that the simulation uses.


className: operator<<

code: static [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FSpring](API\Plugins\NetworkPredictionExtras\FSpring) & Spring )


className: ParametricMovementBufferTypes

description: BufferTypes for ParametricMovement


code: namespace ParametricMoverCVars { static float ParametricMoverCVars::DrawDebugDefaultLifeTime = 30.f; }


code: namespace ParametricMoverCVars { static [FAutoConsoleVariableRef](API\Runtime\Core\HAL\FAutoConsoleVariableRef) ParametricMoverCVars::CVarDrawDebugDefaultLifeTime; }


code: namespace ParametricMoverCVars { static int32 ParametricMoverCVars::SimulatedProxyBufferSize = 4; }


code: namespace ParametricMoverCVars { static [FAutoConsoleVariableRef](API\Runtime\Core\HAL\FAutoConsoleVariableRef) ParametricMoverCVars::CVarSimulatedProxyBufferSize; }


code: namespace ParametricMoverCVars { static [FAutoConsoleVariableRef](API\Runtime\Core\HAL\FAutoConsoleVariableRef) ParametricMoverCVars::CVarErrorTolerance; }


code: namespace ParametricMoverCVars { static [FAutoConsoleVariableRef](API\Runtime\Core\HAL\FAutoConsoleVariableRef) ParametricMoverCVars::CVarFixStepMS; }


code: namespace ParametricMoverCVars { static [FAutoConsoleVariableRef](API\Runtime\Core\HAL\FAutoConsoleVariableRef) ParametricMoverCVars::CVarUseDrawDebug; }


code: namespace ParametricMoverCVars { static [FAutoConsoleVariableRef](API\Runtime\Core\HAL\FAutoConsoleVariableRef) ParametricMoverCVars::CVarUseVLogger; }


code: namespace ParametricMoverCVars { static float ParametricMoverCVars::ErrorTolerance = 0.1; }


code: namespace ParametricMoverCVars { static int32 ParametricMoverCVars::FixStep = 0; }


code: namespace ParametricMoverCVars { static int32 ParametricMoverCVars::UseDrawDebug = 1; }


code: namespace ParametricMoverCVars { static int32 ParametricMoverCVars::UseVLogger = 1; }


className: TMockAbilityBufferTypes

description: MockAbilitySimulation definition


className: TMockNetworkSimulationBufferTypes

description: The Simulation


className: TMockCharacterAbilityBufferTypes

description: MockCharacterAbilitySimulation definition


code: IdType GetID() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > GetParamsDataView() const


code: int32 GetStartMS() const


className: InlineSize

code: enum { InlineSize = InInlineSize }


className: InvalidValue

code: enum { InvalidValue = TNumericLimits<IdType>::Max() }


code: bool IsValid() const


className: MaxSize

code: enum { MaxSize = InMaxSize }


description: Writes the blob of parameters to the actual network stream.

code: void NetSerialize ( const [FNetSerializeParams](API\Plugins\NetworkPrediction\FNetSerializeParams) & P )


code: bool operator== ( const [TMockRootMotionSourceProxy](API\Plugins\NetworkPredictionExtras\TMockRootMotionSourceProxy)< IdType, InlineSize, MaxSize > & Other ) const


code: bool operator!= ( const [TMockRootMotionSourceProxy](API\Plugins\NetworkPredictionExtras\TMockRootMotionSourceProxy)< IdType, InlineSize, MaxSize > & Other ) const


code: void ToString ( FAnsiStringBuilderBase & Out ) const


description: Write a new source and encode the params into the generic param block.

code: void WriteParams ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FBitWriter](API\Runtime\Core\Serialization\FBitWriter) &)> WriteFunc )


description: Writes a new source with no params.

code: void WriteSource ( IdType InID, int32 InStartMS )


className: TMockRootMotionSourceProxy

description: Thing that goes in the aux state.

code: template<typename IdType, int32 InInlineSize, int32 InMaxSize> struct TMockRootMotionSourceProxy


description: Used by NetworkPrediction driver for physics interpolation case.

code: [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetPhysicsPrimitiveComponent() const


description: Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.

code: virtual void InitializeComponent()


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Callbacks.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnBeginOverlap ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OverlappedComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepResult )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void PhysicsVolumeChanged ( class [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * NewVolume )


description: Virtual call chain to register all tick functions

code: virtual void RegisterComponentTickFunctions ( bool bRegister )


description: Basic "Update Component/Ticking".

code: virtual void SetUpdatedComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * NewUpdatedComponent )


code: UBaseMovementComponent()


code: virtual void UpdateTickRegistration()


className: UBaseMovementComponent

description: Base component for movement. This essentially has the generic glue for selecting an UpdatedComponent and moving it along the world It is abstract in that you still need to define which simulation the component runs (via ::InstantiateNetworkedSimulation)

UpdatedComponent

type: TObjectPtr<USc...

UpdatedPrimitive

type: TObjectPtr<UPr...


code: void AddMaxMoveSpeed ( float AdditiveMaxMoveSpeed )


description: Take output for simulation.

code: void FinalizeFrame ( const [FCharacterMotionSyncState](API\Plugins\NetworkPredictionExtras\FCharacterMotionSyncState) * SyncState, const [FCharacterMotionAuxState](API\Plugins\NetworkPredictionExtras\FCharacterMotionAuxState) * AuxState )


className: FProduceCharacterInput

description: Forward input producing event to someone else (probably the owning actor)

code: typedef TBaseDelegate_TwoParams< void, const int32, [FCharacterMotionInputCmd](API\Plugins\NetworkPredictionExtras\FCharacterMotionInputCmd) & > FProduceCharacterInput


code: static float GetDefaultMaxSpeed()


code: float GetMaxMoveSpeed() const


code: void InitCharacterMotionSimulation ( [FCharacterMotionSimulation](API\Plugins\NetworkPredictionExtras\FCharacterMotionSimulation) * Simulation )


description: Network Prediction.


description: BeginOverlap has to be bound to a ufunction, so we have no choice but to bind here and forward into simulation code. Not ideal.

code: virtual void OnBeginOverlap ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OverlappedComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepResult )


description: Seed initial values based on component's state.

code: void InitializeSimulationState ( [FCharacterMotionSyncState](API\Plugins\NetworkPredictionExtras\FCharacterMotionSyncState) * Sync, [FCharacterMotionAuxState](API\Plugins\NetworkPredictionExtras\FCharacterMotionAuxState) * Aux )


description: NP Driver

code: void ProduceInput ( const int32 DeltaTimeMS, [FCharacterMotionInputCmd](API\Plugins\NetworkPredictionExtras\FCharacterMotionInputCmd) * Cmd )


description: Restore a previous frame prior to resimulating.

code: void RestoreFrame ( const [FCharacterMotionSyncState](API\Plugins\NetworkPredictionExtras\FCharacterMotionSyncState) * SyncState, const [FCharacterMotionAuxState](API\Plugins\NetworkPredictionExtras\FCharacterMotionAuxState) * AuxState )


code: void SetMaxMoveSpeed ( float NewMaxMoveSpeed )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: UCharacterMotionComponent()


className: UCharacterMotionComponent

description: ActorComponent for running CharacterMotion

ActiveMovementSimulation

type: FCharacterMotio...

OwnedMovementSimulation

type: TPimplPtr<FCha...

ProduceInputDelegate

type: FProduceCharact...


description: Take output for simulation.

code: void FinalizeFrame ( const [FFlyingMovementSyncState](API\Plugins\NetworkPredictionExtras\FFlyingMovementSyncState) * SyncState, const [FFlyingMovementAuxState](API\Plugins\NetworkPredictionExtras\FFlyingMovementAuxState) * AuxState )


className: FProduceFlyingInput

code: typedef TBaseDelegate_TwoParams< void, const int32, [FFlyingMovementInputCmd](API\Plugins\NetworkPredictionExtras\FFlyingMovementInputCmd) & > FProduceFlyingInput


code: void InitFlyingMovementSimulation ( [FFlyingMovementSimulation](API\Plugins\NetworkPredictionExtras\FFlyingMovementSimulation) * Simulation )


code: void InitializeSimulationState ( [FFlyingMovementSyncState](API\Plugins\NetworkPredictionExtras\FFlyingMovementSyncState) * Sync, [FFlyingMovementAuxState](API\Plugins\NetworkPredictionExtras\FFlyingMovementAuxState) * Aux )


description: NP Driver

code: void ProduceInput ( const int32 DeltaTimeMS, [FFlyingMovementInputCmd](API\Plugins\NetworkPredictionExtras\FFlyingMovementInputCmd) * Cmd )


code: void RestoreFrame ( const [FFlyingMovementSyncState](API\Plugins\NetworkPredictionExtras\FFlyingMovementSyncState) * SyncState, const [FFlyingMovementAuxState](API\Plugins\NetworkPredictionExtras\FFlyingMovementAuxState) * AuxState )


code: UFlyingMovementComponent()


className: UFlyingMovementComponent

description: ActorComponent for running FlyingMovement

ActiveMovementSimulation

type: FFlyingMovement...

OwnedMovementSimulation

type: TPimplPtr<FFly...

type: FProduceFlyingI...


description: Ability State and Notifications -This allows user code/blueprints to respond to state changes. -These values always reflect the latest simulation state -StateChange events are just that: when the state changes. They are not emitted from the sim themselves. -This means they "work" for interpolated simulations and are resilient to packet loss and crazy network conditions -That said, its "latest" only. There is NO guarantee that you will receive every state transition

code: * DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam ( FMockCharacterAbilityNotifyStateChange, bool, bNewStateValue )


description: Blueprint assignable events for blinking. This allows the user/blueprint to implement rollback-able events.

code: DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams ( FMockCharacterAbilityBlinkCueEvent, FVector, DestinationLocation, int32, RandomValue, float, ElapsedTimeSeconds )


code: DECLARE_DYNAMIC_MULTICAST_DELEGATE ( FMockCharacterAbilityBlinkCueRollback )


code: virtual void FinalizeFrame ( const [FMockCharacterAbilitySyncState](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilitySyncState) * SyncState, const [FMockCharacterAbilityAuxState](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilityAuxState) * AuxState )


className: FProduceMockCharacterAbilityInput

code: typedef TBaseDelegate_TwoParams< void, const int32, [FMockCharacterAbilityInputCmd](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilityInputCmd) & > FProduceMockCharacterAbilityInput


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock Ability") float GetStamina() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock AbilitySystem") float GetBlinkWarmupTimeSeconds() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock Ability") float GetMaxStamina() const


description: / NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); /**/ NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); /**

code: void HandleCue ( const FMockCharacterAbilityBlinkCue & BlinkCue, const [FNetSimCueSystemParamemters](API\Plugins\NetworkPrediction\FNetSimCueSystemParamemters) & SystemParameters )


description: / NetSimCues void HandleCue(const FMockCharacterAbilityBlinkActivateCue& BlinkCue, const FNetSimCueSystemParamemters& SystemParameters); /**

code: void HandleCue ( const FMockCharacterAbilityPhysicsGunFireCue & FireCue, const [FNetSimCueSystemParamemters](API\Plugins\NetworkPrediction\FNetSimCueSystemParamemters) & SystemParameters )


description: Network Prediction.


code: virtual void InitializeSimulationState ( [FMockCharacterAbilitySyncState](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilitySyncState) * SyncState, [FMockCharacterAbilityAuxState](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilityAuxState) * AuxState )


code: void InitMockCharacterAbilitySimulation ( [FMockCharacterAbilitySimulation](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilitySimulation) * Simulation )


description: Are we currently in the blinking (startup) state.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock AbilitySystem") bool IsBlinking() const


description: Are we currently in the dashing state.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock AbilitySystem") bool IsDashing() const


description: Are we currently in the jumping state.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock AbilitySystem") bool IsJumping() const


code: virtual void ProduceInput ( const int32 SimTimeMS, [FMockCharacterAbilityInputCmd](API\Plugins\NetworkPredictionExtras\FMockCharacterAbilityInputCmd) * Cmd )


description: Are we currently in the sprinting state.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock AbilitySystem") bool IsSprinting() const


code: UMockCharacterAbilityComponent()


className: UMockCharacterAbilityComponent

description: ActorComponent for running Mock Ability Simulation for CharacterMotion example

ActiveAbilitySimulation

type: FMockCharacterA...

OnBlinkStateChange

description: Notifies when Blink Changes.

OnDashStateChange

description: Notifies when Dash state changes.

OnJumpStateChange

description: Notifies when Jump Changes.

OnSprintStateChange

description: Notifies when Sprint state changes.

OwnedAbilitySimulation

type: TPimplPtr<FMoc...

ProduceInputDelegate

type: FProduceMockCha...


code: virtual void FinalizeFrame ( const [FMockAbilitySyncState](API\Plugins\NetworkPredictionExtras\FMockAbilitySyncState) * SyncState, const [FMockAbilityAuxState](API\Plugins\NetworkPredictionExtras\FMockAbilityAuxState) * AuxState )


className: FMockAbilityBlinkCueEvent

description: Blueprint assignable events for blinking. THis allows the user/blueprint to implement rollback-able events.

code: class FMockAbilityBlinkCueEvent


className: FMockAbilityBlinkCueRollback

code: class FMockAbilityBlinkCueRollback


className: FMockAbilityNotifyStateChange

code: class FMockAbilityNotifyStateChange


className: FMockAbilityPhysicsGunFireEvent

code: class FMockAbilityPhysicsGunFireEvent


className: FProduceMockAbilityInput

code: typedef TBaseDelegate_TwoParams< void, const int32, [FMockAbilityInputCmd](API\Plugins\NetworkPredictionExtras\FMockAbilityInputCmd) & > FProduceMockAbilityInput


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock AbilitySystem") float GetBlinkWarmupTimeSeconds() const


description: NetSimCues.

code: void HandleCue ( const [FMockAbilityBlinkActivateCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkActivateCue) & BlinkCue, const [FNetSimCueSystemParamemters](API\Plugins\NetworkPrediction\FNetSimCueSystemParamemters) & SystemParameters )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock Ability") float GetStamina() const


description: NetSimCues.

code: void HandleCue ( const [FMockAbilityPhysicsGunFireCue](API\Plugins\NetworkPredictionExtras\FMockAbilityPhysicsGunFireCue) & FireCue, const [FNetSimCueSystemParamemters](API\Plugins\NetworkPrediction\FNetSimCueSystemParamemters) & SystemParameters )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock Ability") float GetMaxStamina() const


description: Network Prediction.


description: NetSimCues.

code: void HandleCue ( const [FMockAbilityBlinkCue](API\Plugins\NetworkPredictionExtras\FMockAbilityBlinkCue) & BlinkCue, const [FNetSimCueSystemParamemters](API\Plugins\NetworkPrediction\FNetSimCueSystemParamemters) & SystemParameters )


code: virtual void InitializeSimulationState ( [FMockAbilitySyncState](API\Plugins\NetworkPredictionExtras\FMockAbilitySyncState) * SyncState, [FMockAbilityAuxState](API\Plugins\NetworkPredictionExtras\FMockAbilityAuxState) * AuxState )


code: void InitMockAbilitySimulation ( [FMockAbilitySimulation](API\Plugins\NetworkPredictionExtras\FMockAbilitySimulation) * Simulation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock AbilitySystem") bool IsBlinking() const


description: Are we currently in the dashing state.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock AbilitySystem") bool IsDashing() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mock AbilitySystem") bool IsSprinting() const


code: virtual void ProduceInput ( const int32 SimTimeMS, [FMockAbilityInputCmd](API\Plugins\NetworkPredictionExtras\FMockAbilityInputCmd) * Cmd )


code: UMockFlyingAbilityComponent()


className: UMockFlyingAbilityComponent

description: ActorComponent for running Mock Ability Simulation

ActiveAbilitySimulation

type: FMockAbilitySim...

OnBlinkActivateEvent

type: FMockAbilityBli...

OnBlinkStateChange

type: FMockAbilityNot...

description: Notifies when Blink Changes.

OnDashStateChange

description: Notifies when Dash state changes.

OnPhysicsGunFirEvent

type: FMockAbilityPhy...

OnSprintStateChange

description: Notifies when Sprint state changes.

type: FProduceMockAbi...


description: Take output of Sim and push to component.

code: void FinalizeFrame ( const [FMockSyncState](API\Plugins\NetworkPredictionExtras\FMockSyncState) * Sync, const [FMockAuxState](API\Plugins\NetworkPredictionExtras\FMockAuxState) * Aux )


code: void HandleCue ( const [FMockCue](API\Plugins\NetworkPredictionExtras\FMockCue) & MockCue, const [FNetSimCueSystemParamemters](API\Plugins\NetworkPrediction\FNetSimCueSystemParamemters) & SystemParameters )


description: Classes must initialize the NetworkPredictionProxy (register with the NetworkPredictionSystem) here. EndPlay will unregister.


code: void InitializeSimulationState ( [FMockSyncState](API\Plugins\NetworkPredictionExtras\FMockSyncState) * Sync, [FMockAuxState](API\Plugins\NetworkPredictionExtras\FMockAuxState) * Aux )


description: Set latest input.

code: void ProduceInput ( const int32 DeltaTimeMS, [FMockInputCmd](API\Plugins\NetworkPredictionExtras\FMockInputCmd) * Cmd )


code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: UMockNetworkSimulationComponent()


className: UMockNetworkSimulationComponent

description: ActorComponent for running a MockNetworkSimulation (implements Driver for the mock simulation)

MockNetworkSimulation

type: TUniquePtr<FMo...

description: Our own simulation object. This could just as easily be shared among allUMockNetworkSimulationComponent.

MockValue

type: float

description: Mock representation of "syncing' to the sync state in the network sim.


description: Take output for simulation.

code: void FinalizeFrame ( const void * SyncState, const [FMockPhysicsAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsAuxState) * AuxState )


className: FMockPhysicsNotifyStateChange

description: Charge (not a Cue event, just state)

code: class FMockPhysicsNotifyStateChange


className: FPhysicsChargeCueEvent

code: class FPhysicsChargeCueEvent


className: FPhysicsJumpCueEvent

description: Cues: cosmetic events emitted from simulation code

code: class FPhysicsJumpCueEvent


className: FProduceMockPhysicsInput

description: Forward input producing event to someone else (probably the owning actor)

code: typedef TBaseDelegate_TwoParams< void, const int32, [FMockPhysicsInputCmd](API\Plugins\NetworkPredictionExtras\FMockPhysicsInputCmd) & > FProduceMockPhysicsInput


code: void HandleCue ( const [FMockPhysicsJumpCue](API\Plugins\NetworkPredictionExtras\FMockPhysicsJumpCue) & JumpCue, const [FNetSimCueSystemParamemters](API\Plugins\NetworkPrediction\FNetSimCueSystemParamemters) & SystemParameters )


code: void HandleCue ( const [FMockPhysicsChargeCue](API\Plugins\NetworkPredictionExtras\FMockPhysicsChargeCue) & ChargeCue, const [FNetSimCueSystemParamemters](API\Plugins\NetworkPrediction\FNetSimCueSystemParamemters) & SystemParameters )


description: Network Prediction.


description: Seed initial values based on component's state.

code: void InitializeSimulationState ( const void * Sync, [FMockPhysicsAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsAuxState) * Aux )


code: void InitMockPhysicsSimulation ( [FMockPhysicsSimulation](API\Plugins\NetworkPredictionExtras\FMockPhysicsSimulation) * Simulation )


description: NP Driver

code: void ProduceInput ( const int32 DeltaTimeMS, [FMockPhysicsInputCmd](API\Plugins\NetworkPredictionExtras\FMockPhysicsInputCmd) * Cmd )


className: UMockPhysicsComponent

description: ActorComponent for running MockPhysicsSimulation

ActiveSimulation

type: FMockPhysicsSim...

bIsCharging

type: bool

description: Currently charging up charge attack.

OnChargeActivatedEvent

type: FPhysicsChargeC...

OnChargeStateChange

type: FMockPhysicsNot...

OnJumpActivatedEvent

type: FPhysicsJumpCue...

PendingInputCmd

type: FMockPhysicsInp...

description: Next local InputCmd that will be submitted. This is just one way to do it.

ProduceInputDelegate

type: FProduceMockPhy...


code: UMockPhysicsComponent()


code: void FinalizeFrame ( const void * SyncState, const [FMockPhysicsGrenadeAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsGrenadeAuxState) * AuxState )


className: FMockGrenadeOnExplode

code: class FMockGrenadeOnExplode


code: [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetPhysicsPrimitiveComponent() const


code: void HandleCue ( const [FMockGrenadeExplodeCue](API\Plugins\NetworkPredictionExtras\FMockGrenadeExplodeCue) & ExplodeCue, const [FNetSimCueSystemParamemters](API\Plugins\NetworkPrediction\FNetSimCueSystemParamemters) & SystemParameters )


code: void InitializeSimulationState ( void * Sync, [FMockPhysicsGrenadeAuxState](API\Plugins\NetworkPredictionExtras\FMockPhysicsGrenadeAuxState) * Aux )


className: UMockPhysicsGrenadeComponent

OnExplode

type: FMockGrenadeOnE...


code: void SimulationTick ( const [FNetSimTimeStep](API\Plugins\NetworkPrediction\FNetSimTimeStep) & TimeStep, const [TNetSimInput](API\Plugins\NetworkPrediction\TNetSimInput)< [MockPhysicsGrenadeTypes](API\Plugins\NetworkPredictionExtras\MockPhysicsGrenadeTypes) > & Input, const [TNetSimOutput](API\Plugins\NetworkPrediction\TNetSimOutput)< [MockPhysicsGrenadeTypes](API\Plugins\NetworkPredictionExtras\MockPhysicsGrenadeTypes) > & Output )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Input) [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) * CreateRootMotionSource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) > Source )


code: void FinalizeFrame ( const [FMockRootMotionSyncState](API\Plugins\NetworkPredictionExtras\FMockRootMotionSyncState) * SyncState, const [FMockRootMotionAuxState](API\Plugins\NetworkPredictionExtras\FMockRootMotionAuxState) * AuxState )


code: void FindAndCacheAnimInstance()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Input) void Input_PlayRootMotionSource ( [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) * Source )


code: void InitializeSimulationState ( [FMockRootMotionSyncState](API\Plugins\NetworkPredictionExtras\FMockRootMotionSyncState) * SyncState, [FMockRootMotionAuxState](API\Plugins\NetworkPredictionExtras\FMockRootMotionAuxState) * AuxState )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Input) void Input_PlayRootMotionSourceByClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) > Source )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Animation) void PlayRootMotionSourceByClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) > Source )


code: void ProduceInput ( const int32 SimTimeMS, [FMockRootMotionInputCmd](API\Plugins\NetworkPredictionExtras\FMockRootMotionInputCmd) * Cmd )


description: Callable by authority. Plays "out of band" animation: e.g, directly sets the RootMotionSourceID on the sync state, rather than the pending InputCmd. This is analogous to outside code teleporting the actor (outside of the core simulation function)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Animation) void PlayRootMotionSource ( [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) * Source )


description: Root Motion Object store.

code: virtual [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) * ResolveRootMotionSource ( int32 ID, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > & Data )


code: void RestoreFrame ( const [FMockRootMotionSyncState](API\Plugins\NetworkPredictionExtras\FMockRootMotionSyncState) * SyncState, const [FMockRootMotionAuxState](API\Plugins\NetworkPredictionExtras\FMockRootMotionAuxState) * AuxState )


description: Basic "Update Component/Ticking".

code: virtual void SetUpdatedComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * NewUpdatedComponent )


code: virtual void StoreRootMotionSource ( int32 ID, [UMockRootMotionSource](API\Plugins\NetworkPredictionExtras\UMockRootMotionSource) * Source )


className: UMockRootMotionComponent

description: The main thing this provides is: -Interface for initiating root motions through the NP system (via client Input and via server "OOB" writes) -FinalizeFrame: take the output of the NP simulation and push it to the movement/animation components -Place holder implementation ofIRootMotionSourceStore(the temp thing that maps our RootMotionSourceIDs -> actual sources)

AnimInstance

type: UAnimInstance&...

PendingInputCmd

type: FMockRootMotion...

description: Next local InputCmd that will be submitted. This is a simple way of getting input to the system.


code: virtual void FinalizePose ( int32 ElapsedMS, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance ) const


description: Only called on CDOs - Is this class default object valid (or does it require subclassing to fill in required data) If true, this class gets a root motion source ID assigned and can be replicated If false, no ID and runtime error if this class is tried to be used

code: virtual bool IsValidCDO() const


description: Runtime check if this source is well formed/valid for useBydefault this will just check IsValidCDO, but subclasses that require instancing + dynamic data will want to check that.

code: virtual bool IsValidInstance() const


description: Returns true if this instance is an acceptable runtime source for root motion. When called on a CDO, callsIsValidCDO()When called on a constructed instance, callsIsValidInstance();

code: bool IsValidRootMotionSource() const


code: virtual void SerializePayloadParameters ( [FBitArchive](API\Runtime\Core\Serialization\FBitArchive) & Ar )


code: virtual [FMockRootMotionReturnValue](API\Plugins\NetworkPredictionExtras\FMockRootMotionReturnValue) Step ( const [FMockRootMotionStepParameters](API\Plugins\NetworkPredictionExtras\FMockRootMotionStepParameters) & Parameters )


code: UMockRootMotionSource()


code: virtual ~UMockRootMotionSource()


className: UMockRootMotionSource

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UMockRootMotionSource : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Refreshes internal class structure: must be called when new classes are available/unloaded.

code: static void BuildClassMap()


description: Copy singleton's data into replicated manager.

code: void CopyToReplicatedManager ( [ANetworkPredictionReplicatedManager](API\Plugins\NetworkPrediction\ANetworkPredictionReplicatedMana-) * Manager )


description: Get Singleton instance.

code: static [UMockRootMotionSourceClassMap](API\Plugins\NetworkPredictionExtras\UMockRootMotionSourceClassMap) * Get()


description: Creates singleton instance.

code: static void InitSingleton()


className: Singleton

code: static [UMockRootMotionSourceClassMap](API\Plugins\NetworkPredictionExtras\UMockRootMotionSourceClassMap) * Singleton = nullptr;


className: UMockRootMotionSourceClassMap

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMockRootMotionSourceClassMap : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


Curve

type: TObjectPtr<UCu...

TranslationScale

type: FVector


Montage

type: TObjectPtr<UAn...


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Networking") void EnableInterpolationMode ( bool bValue )


code: void FinalizeFrame ( const [FParametricSyncState](API\Plugins\NetworkPredictionExtras\FParametricSyncState) * SyncState, const [FParametricAuxState](API\Plugins\NetworkPredictionExtras\FParametricAuxState) * AuxState )


code: void InitializeSimulationState ( [FParametricSyncState](API\Plugins\NetworkPredictionExtras\FParametricSyncState) * SyncState, [FParametricAuxState](API\Plugins\NetworkPredictionExtras\FParametricAuxState) * AuxState )


description: Classes must initialize the NetworkPredictionProxy (register with the NetworkPredictionSystem) here. EndPlay will unregister.


code: void ProduceInput ( const int32 SimTimeMS, [FParametricInputCmd](API\Plugins\NetworkPredictionExtras\FParametricInputCmd) * Cmd )


code: void RestoreFrame ( const [FParametricSyncState](API\Plugins\NetworkPredictionExtras\FParametricSyncState) * SyncState, const [FParametricAuxState](API\Plugins\NetworkPredictionExtras\FParametricAuxState) * AuxState )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: UParametricMovementComponent()


className: UParametricMovementComponent

description: Initially, we will support pushing (ie, we sweep as we update the mover's position). But we will not allow a parametric mover from being blocked.

bDisableParametricMovementSimulation

description: Temp Parametric movement example The essence of this movement simulation is to map some Time value to a transform.

bEnableForceNetUpdate

description: Calls ForceNetUpdate every frame.

OwnedParametricMovementSimulation

type: TPimplPtr<FPar...

ParametricMotion

type: FSimpleParametr...

ParentNetUpdateFrequency

description: Sets NetUpdateFrequency on parent.

PendingPlayRate

type: TOptional< floa...


module: NetworkPredictionExtrasLatentLoad

code: static bool IsAvailable()


description: The purpose of this module is simply to provide some NetworkPrediction types (ModelDefs, Cues) in a module that can be dynamically loaded/unloaded: in order to stress NP's "mini type systems". The types included in this module are non functional. you cannot actually do anything with them at runtime.

code: class INetworkPredictionExtrasLatentLoadModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: No constructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UNetworkPredictionExtrasLatentLoadStubObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: ENetSerializeRecvStatus

module: NetworkPredictionInsights

code: enum ENetSerializeRecvStatus { Unknown, Confirm, Rollback, Jump, Fault, Stale, }


description: Mirroring this is unavoidable in order to keep NetworkPredictionInsights from depending on EngineTypes.

code: enum ENP_NetRole { None, SimulatedProxy, AutonomousProxy, Authority, MAX, }


description: Must be kept in sync with ENetworkLOD.

code: enum ENP_NetworkLOD { Interpolated, SimExtrapolate, ForwardPredict, }


description: Must be kept in sync with ENetworkPredictionTickingPolicy.

code: enum ENP_TickingPolicy { Independent = 1 << 0, Fixed = 1 << 1, }


code: enum ENP_UserState { Input, Sync, Aux, Physics, MAX, }


className: FindMaxIndexPagedArray

code: template<typename T> uint64 FindMaxIndexPagedArray ( const [TraceServices::TPagedArray](API\Developer\TraceServices\Common\TPagedArray)< T > & PageArray, uint64 MaxFrameNumber )


code: enum ENP_UserStateSource { Unknown = 1 << 0, ProduceInput = 1 << 1, SynthInput = 1 << 2, SimTick = 1 << 3, NetRecv = 1 << 4, NetRecvCommit = 1 << 5, OOB = 1 << 6, }


className: FindMaxIndexTArray

code: template<typename T> int32 FindMaxIndexTArray ( const [TArray](API\Runtime\Core\Containers\TArray)< const T * > & Array, uint64 MaxFrameNumber, int32 StartIdx )


className: FindMinIndexPagedArray

description: Searches through PageArray for index of first element >= MinFrameNumber.

code: template<typename T> uint64 FindMinIndexPagedArray ( const [TraceServices::TPagedArray](API\Developer\TraceServices\Common\TPagedArray)< T > & PageArray, uint64 MinFrameNumber )


className: FindMinIndexTArray

code: template<typename T> int32 FindMinIndexTArray ( const [TArray](API\Runtime\Core\Containers\TArray)< const T * > & Array, uint64 MinFrameNumber )


code: bool operator== ( const [FSimNetActorID](API\Plugins\NetworkPredictionInsights\FSimNetActorID) & Other ) const


className: FSimNetActorID

description: How we identify actors across network connection and PIE sessions.

code: struct FSimNetActorID


className: FSimTime

code: typedef int32 FSimTime


className: FAnalysis

description: Data that is only used as a temp/scratch pad during the analysis page. This should not show up in the UI orFRestrictedView.

code: struct FAnalysis

MaxTickSimTimeMS

type: FSimTime

PendingCommitUserStates

type: TArray<FUserSt...

PendingNetSerializeRecv

type: TArray<FNetSer...

description: NetRecvs that we haven't matched with a tick or declared orphaned yet.

PendingOOBStr

type: const TCHAR ...

PendingSystemFaults

type: TArray<FSystem...


className: FConst

description: Data that never changes about the simulation.

code: struct FConst

DebugName

type: FString

GroupName

type: FName

ID

type: FSimNetActorID


className: FNetSerializeRecv

code: struct FNetSerializeRecv

bOrphan

type: bool

EngineFrame

description: Traced Data:

NextTick

type: FSimulationData...

Status

type: ENetSerializeRe...

description: Analysis Data:


code: const FUserState &42; Get &40; ENP_UserState Type, int32 SimFrame, uint64 InEngineFrame, uint8 ExcludeMask &41; const


code: FRestrictedUserStateView &40; const FUserData & InUserData, uint64 InMaxEngineFrame &41;


className: FRestrictedUserStateView

code: struct FRestrictedUserStateView


code: uint64 GetMaxEngineFrame&40;&41; const


code: int32 GetMaxSimTime&40;&41; const


className: FRestrictedView

code: struct FRestrictedView

ConstData

type: constFConst&

NetRecv

type: constTRestrict...

SparseData

type: constTSharedRe...

TraceID

type: const int32

UserData

type: constFRestrict...


code: FSparse &40; uint64 InEngineFrame &41;


className: FSparse

description: Data that changes rarely over time about the simulation.

code: struct FSparse


className: FSystemFault

code: struct FSystemFault


className: FTick

description: Data for a single simulation tick.

code: struct FTick

EngineFrame

description: Traced Data:

StartNetRecv

type: constFNetSeria...

description: Net Recv that was processed prior to this tick. Will often be null. Used to ensure the ticks are drawn on the right sub track (Y)


code: FUserData &40; TraceServices::ILinearAllocator & Allocator &41;


className: FUserData

code: struct FUserData

Store

type: FUserStateStore...


code: const FUserState &42; Get &40; int32 InFrame, uint64 MaxEngineFrame, uint8 ExcludeSourceMask, bool bSparseAccess &41; const


code: FUserState & Push &40; int32 Frame, uint64 EngineFrame &41;


code: FUserStateStore &40; TraceServices::ILinearAllocator & Allocator &41;


className: FUserStateStore

code: struct FUserStateStore


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FRestrictedView](API\Plugins\NetworkPredictionInsights\FSimulationData\FRestrictedView) > MakeRestrictedView ( uint64 MinEngineFrame, uint64 MaxEngineFrame ) const


code: FSimulationData ( int32 InTraceID, [TraceServices::ILinearAllocator](API\Developer\TraceServices\TraceServices\Containers\ILinearAllocator) & Allocator )


className: FSimulationData

description: Holds all data we traced for a given simulation.

code: struct FSimulationData

ConstData

type: FConst

SparseData

type: TSparseFrameDat...

UserData

type: FUserData


className: GetEngineFrame

code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TIsPointer](API\Runtime\Core\Templates\TIsPointer)< T >::Value, uint64 >::Type GetEngineFrame ( const T & Element )


code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsPointer](API\Runtime\Core\Templates\TIsPointer)< T >::Value, uint64 >::Type GetEngineFrame ( const T & Element )


className: FUserState

code: struct FUserState

OOBStr

type: const TCHAR ...

Prev

type: FUserState*...


description: Return the version reported in the trace A return value of 0 indicates no NetworkPrediction trace data


description: Returns generic counter that increments everytime we analyse network prediction related data.


description: Returns all simulation data that has been analyzed.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSimulationData](API\Plugins\NetworkPredictionInsights\FSimulationData) > > ReadSimulationData() const


className: INetworkPredictionProvider

code: class INetworkPredictionProvider : public [TraceServices::IProvider](API\Developer\TraceServices\TraceServices\Model\IProvider)


className: LexToString

code: const TCHAR * LexToString ( [ENP_NetRole](API\Plugins\NetworkPredictionInsights\ENP_NetRole) Role )


code: const TCHAR * LexToString ( [ENP_UserState](API\Plugins\NetworkPredictionInsights\ENP_UserState) State )


code: const TCHAR * LexToString ( [ENP_UserStateSource](API\Plugins\NetworkPredictionInsights\ENP_UserStateSource) Source )


code: const TCHAR * LexToString ( [ENetSerializeRecvStatus](API\Plugins\NetworkPredictionInsights\ENetSerializeRecvStatus) Status )


code: const TCHAR * LexToString ( [ENP_TickingPolicy](API\Plugins\NetworkPredictionInsights\ENP_TickingPolicy) Policy )


className: ReadNetworkPredictionProvider

code: const [INetworkPredictionProvider](API\Plugins\NetworkPredictionInsights\INetworkPredictionProvider) * ReadNetworkPredictionProvider ( const [TraceServices::IAnalysisSession](API\Developer\TraceServices\TraceServices\Model\IAnalysisSession) & Session )


code: const T & GetFirst() const


code: [TRestrictedPageViewIterator](API\Plugins\NetworkPredictionInsights\TRestrictedPageViewIterator)< T > GetIterator() const


code: [TRestrictedPageViewIterator](API\Plugins\NetworkPredictionInsights\TRestrictedPageViewIterator)< T > GetIteratorFromEnd() const


code: const T & GetLast() const


code: int32 GetNum() const


code: TRestrictedPageArrayView ( const [TraceServices::TPagedArray](API\Developer\TraceServices\Common\TPagedArray)< T > & InPageArray, uint64 InStart, uint64 InEnd )


code: const T & operator[] ( uint64 Index ) const


className: TRestrictedPageArrayView

code: template<typename T> struct TRestrictedPageArrayView


code: const T * operator->() const


code: const T & operator*() const


code: operator bool()


code: void operator--()


code: void operator++()


code: TRestrictedPageViewIterator ( const [TRestrictedPageArrayView](API\Plugins\NetworkPredictionInsights\TRestrictedPageArrayView)< T > & InPageArrayView, uint64 StartItemIndex )


className: TRestrictedPageViewIterator

code: template<typename T> struct TRestrictedPageViewIterator


code: const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const T > Read ( uint64 EngineFrame ) const


code: const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< T > & Write ( uint64 EngineFrame )


className: TSparseFrameData

code: template<typename T> struct TSparseFrameData


className: ENeuralMorphMaskVizMode

description: The visualization mode for the masks. Each bone, curve, bone group or curve group has a specific mask area on the mesh. This mask defines areas where generated morph targets can be active. They can be used to filter out deformations in undesired areas. For example if you rotate the left arm, you don't want the right arm to deform. The mask for the left arm can be setup in a way that it only includes vertices around the area of the left arm to enforce this.

module: NeuralMorphModel

code: enum ENeuralMorphMaskVizMode { Off, WhenInFocus, Always, }


className: ENeuralMorphMode

description: The mode of the model, either local or global. In local mode the network contains a super simple neural network for each bone, while in global mode all bones and curves are input to one larger fully connected network. The local mode has faster performance, while global mode can result in higher quality deformation. This model runs its neural network on the CPU, but uses comrpessed GPU based morph targets, which require shader model 5.

code: enum ENeuralMorphMode { Local, Global, }


className: FNeuralMorphBoneGroup

description: A group of bones, which can generate morph targets together. This is useful when there are specific correlations between different bones, that all effect the same region on the body.

BoneNames

type: TArray<FBoneRe...

description: The list of bones that should form a group together.

GroupName

type: FName

description: The name of the group, also shown in the UI.


className: FNeuralMorphCurveGroup

description: A group of curves, which can generate morph targets together. This is useful when there are specific correlations between different curves, that all effect the same region on the body.

CurveNames

type: TArray<FMLDefo...

description: The list of curves that should form a group together.


className: FNeuralMorphMaskInfo

description: Information needed to generate the mask for a specific bone. This includes a list of bone names. Each bone has a skinning influence mask. The final mask will be a merge of all the bone masks of bones listed inside this info struct. There will be an array of these structs, one for each bone.

BoneNames

type: TArray<FName>

description: The list of bone names that should be included in the mask generation.


description:
Calculate the maximum number of group items. This will look in both the bone and curve groups. So for example, if there is a curve group with 5 items, while other groups have only 2 or 3 items, this method will return 5.
The maximum item count of all groups.

code: int32 CalcMaxNumGroupItems() const


description: Generate a list of index values that point inside the bone array. So the values that are output are either bone or curve numbers. The number indexes inside the array returned byGetBoneNames(). The indices are a continuous array, with each padded group concatenated. If we have two groups, like: ['UpperArm_L', 'Clavicle_L', 'Spine3'], ['UpperArm_R', 'Clavicle_R'] then this method will output something like: [10, 11, 8, 15, 16, 16]. Where each number is the index inside our bone list. As you can see there is one value (number 16) that is repeated. This is because for every group we will output the same number of items. We find the maximum group item count, using CalcMaxGroupItems() and output number of values for each group. We simply repeat the last number one or more times if we have to pad the item count of that group. This is why the number 16 is repeated two times.

code: void GenerateBoneGroupIndices ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutBoneGroupIndices )


description: GenerateBoneGroupIndices.

code: void GenerateCurveGroupIndices ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutCurveGroupIndices )


description:
Get the bone groups. Bone groups are groups of bones that generate morph targets all together as a group rather than one for each bone individually.
A reference to the bone groups array.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FNeuralMorphBoneGroup](API\Plugins\NeuralMorphModel\FNeuralMorphBoneGroup) > & GetBoneGroups()