#include <NetworkPawn.h>
Definition at line 13 of file NetworkPawn.h.
◆ ANetworkPawn()
ANetworkPawn::ANetworkPawn |
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◆ BeginPlay()
void ANetworkPawn::BeginPlay |
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overrideprotectedvirtual |
◆ ClientChecksumCheck()
void ANetworkPawn::ClientChecksumCheck |
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uint32 | Checksum, |
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int32 | InFrame ) |
◆ ClientGetBattleData()
void ANetworkPawn::ClientGetBattleData |
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FBattleData | InBattleData | ) |
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◆ GetLifetimeReplicatedProps()
void ANetworkPawn::GetLifetimeReplicatedProps |
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TArray< FLifetimeProperty > & | OutLifetimeProps | ) |
const |
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overridevirtual |
◆ SendGgpoToClient()
void ANetworkPawn::SendGgpoToClient |
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const TArray< int8 > & | GgpoMessage | ) |
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◆ SendGgpoToServer()
void ANetworkPawn::SendGgpoToServer |
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const TArray< int8 > & | GgpoMessage | ) |
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◆ SendRematchToClient()
void ANetworkPawn::SendRematchToClient |
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◆ SendRematchToServer()
void ANetworkPawn::SendRematchToServer |
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◆ ServerChecksumCheck()
void ANetworkPawn::ServerChecksumCheck |
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uint32 | Checksum, |
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int32 | InFrame ) |
◆ ServerGetBattleData()
void ANetworkPawn::ServerGetBattleData |
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FBattleData | InBattleData | ) |
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◆ ServerGetFinishedLoading()
void ANetworkPawn::ServerGetFinishedLoading |
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bool | Finished | ) |
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◆ bRematchAccepted
bool ANetworkPawn::bRematchAccepted = false |
◆ CharaDataReceived
bool ANetworkPawn::CharaDataReceived = false |
◆ FighterMultiplayerRunner
The documentation for this class was generated from the following files:
- C:/Users/theso/Unreal Projects/NightSkyEngine/Source/NightSkyEngine/Network/NetworkPawn.h
- C:/Users/theso/Unreal Projects/NightSkyEngine/Source/NightSkyEngine/Network/NetworkPawn.cpp