Night Sky Engine
A fighting game framework made in Unreal Engine
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FRollbackData Struct Reference

#include <NightSkyGameState.h>

Public Attributes

uint8 ObjBuffer [MaxBattleObjects+MaxPlayerObjects][SizeOfBattleObject] = { { 0 } }
 
bool ObjActive [MaxBattleObjects] = { false }
 
uint8 CharBuffer [MaxPlayerObjects][SizeOfPlayerObject] = { { 0 } }
 
uint8 BattleStateBuffer [SizeOfBattleState] = { 0 }
 
uint64 SizeOfBPRollbackData
 

Detailed Description

Definition at line 144 of file NightSkyGameState.h.

Member Data Documentation

◆ BattleStateBuffer

uint8 FRollbackData::BattleStateBuffer[SizeOfBattleState] = { 0 }

Definition at line 149 of file NightSkyGameState.h.

◆ CharBuffer

uint8 FRollbackData::CharBuffer[MaxPlayerObjects][SizeOfPlayerObject] = { { 0 } }

Definition at line 148 of file NightSkyGameState.h.

◆ ObjActive

bool FRollbackData::ObjActive[MaxBattleObjects] = { false }

Definition at line 147 of file NightSkyGameState.h.

◆ ObjBuffer

uint8 FRollbackData::ObjBuffer[MaxBattleObjects+MaxPlayerObjects][SizeOfBattleObject] = { { 0 } }

Definition at line 146 of file NightSkyGameState.h.

◆ SizeOfBPRollbackData

uint64 FRollbackData::SizeOfBPRollbackData

Definition at line 150 of file NightSkyGameState.h.


The documentation for this struct was generated from the following file: