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UE3:SavedMove (UDK)
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| Object >> SavedMove |
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SavedMove is used during network play to buffer recent client moves, for use when the server modifies the clients actual position, etc.
[edit] Properties
[edit] AccelDotThreshold
Type: float
threshold for deciding this is an "important" move based on DP with last acked acceleration
Default value: 0.9
[edit] Acceleration
Type: Object.Vector
[edit] bDoubleJump
Type: bool
[edit] bDuck
Type: bool
[edit] bForceMaxAccel
Type: bool
[edit] bForceRMVelocity
Type: bool
client-side only (for replaying moves) - not replicated
[edit] bPreciseDestination
Type: bool
[edit] bPressedJump
Type: bool
[edit] bRun
Type: bool
[edit] CustomTimeDilation
Type: float
[edit] Delta
Type: float
amount of time for this move
[edit] DoubleClickMove
Type: Actor.EDoubleClickDir
Double click info.
[edit] EndBase
Type: Actor
[edit] NextMove
Type: SavedMove
Next move in linked list.
[edit] RMVelocity
Type: Object.Vector
[edit] Rotation
Type: Object.Rotator
[edit] SavedLocation
Type: Object.Vector
[edit] SavedPhysics
Type: Actor.EPhysics
[edit] SavedRelativeLocation
Type: Object.Vector
[edit] SavedVelocity
Type: Object.Vector
[edit] StartBase
Type: Actor
[edit] StartFloor
Type: Object.Vector
[edit] StartLocation
Type: Object.Vector
[edit] StartRelativeLocation
Type: Object.Vector
[edit] StartVelocity
Type: Object.Vector
[edit] TimeStamp
Type: float
Time of this move.
