class UMagesSyncTransform

Overview

#include <MagesSyncTransform.h>

class UMagesSyncTransform:
    public UActorComponent,
    public IMagesNetTransform,
    public IMagesNetObservable
{
public:
    // fields

    int SendTimesPerSecond = 15;
    float MovementThreshold = 0.05f;
    float RotationThreshold = 0.1f;
    EMagesSyncTransformMode SyncTransformMode = EMagesSyncTransformMode::All;
    TArray<FString> SynchronizedComponentNames;
    bool ShouldSynchronizeActor = true;

    // methods

    virtual void Initialize();
    virtual void Tick();
    virtual void ChangeSendRate(int SendRate);
    virtual void ChangeSyncMode(EMagesSyncTransformMode SyncTransformMode);

    virtual void OnSerializeView(
        FMagesNetStream* Stream,
        const FSerializationMessageInfo* MessageInfo
        );

    void BeginDestroy();
};

Inherited Members

public:
    // methods

    virtual void Initialize() = 0;
    virtual void Tick() = 0;
    virtual void ChangeSendRate(int SendRate) = 0;
    virtual void ChangeSyncMode(EMagesSyncTransformMode InSyncTransformMode) = 0;

    virtual void OnSerializeView(
        FMagesNetStream* Stream,
        const FSerializationMessageInfo* MessageInfo
        ) = 0;

Detailed Documentation

Fields

TArray<FString> SynchronizedComponentNames

The components whose transforms will be synchronized. Obviously, they can only be sub-classes of Scene Component