47 lines
1.5 KiB
C++
Executable file
47 lines
1.5 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "GameFramework/Actor.h"
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#include "FakeMoveState.h"
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#include "FakeMoverState.h"
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#include "FakePhysicsMover.generated.h"
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class UFakeMoverSettings;
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class USceneComponent;
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UCLASS(Blueprintable)
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class AFakePhysicsMover : public AActor {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* Root;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFakeMoverState MoverState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_PosVel, meta=(AllowPrivateAccess=true))
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FFakeMoveState PosVel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MoveSettings, meta=(AllowPrivateAccess=true))
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UFakeMoverSettings* MoveSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float SyncTime;
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AFakePhysicsMover();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void Teleport(const FVector& Pos, const FVector& Vel);
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UFUNCTION(BlueprintCallable)
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void OnRep_PosVel(const FFakeMoveState& NewPosVel);
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UFUNCTION(BlueprintCallable)
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void OnRep_MoveSettings(const UFakeMoverSettings* NewMoveSettings);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void ApplyImpulse(const FVector& Impulse);
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};
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