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    Class NetworkTransform

    Actor script component that synchronizes the Transform over the network.

    Interpolation and prediction logic based on https://www.gabrielgambetta.com/client-server-game-architecture.html.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Script
    NetworkTransform
    Inherited Members
    Script::_enabled
    Script::_executeInEditor
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    SceneObject::_parent
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    Script::_tickFixedUpdate
    Script::_tickLateFixedUpdate
    Script::_tickLateUpdate
    Script::_tickUpdate
    ScriptingObject::_type
    Script::_wasAwakeCalled
    Script::_wasEnableCalled
    Script::_wasStartCalled
    NetworkTransform
    Script::BeginPlay(SceneBeginData* data)
    SceneObject::BreakPrefabLink()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Script::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    NetworkTransform
    ScriptingObject::DestroyManaged()
    Script::EndPlay()
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    Script::GetActor()
    ScriptingObject::GetClass()
    Script::GetEnabled()
    ScriptingObject::GetID()
    ScriptingObject::GetManagedInstance()
    SceneObject::GetNamePath(Char separatorChar='/')
    ScriptingObject::GetOrCreateManagedInstance()
    Script::GetOrderInParent()
    SceneObject::GetParent()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    Script::GetSceneObjectId()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    Script::Initialize()
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    SceneObject::IsDuringPlay()
    Script::IsEnabledInHierarchy()
    ScriptingObject::IsRegistered()
    SceneObject::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Script::OnAwake()
    Script::OnDebugDraw()
    Script::OnDebugDrawSelected()
    Script::OnDeleteObject()
    Script::OnDestroy()
    Script::OnFixedUpdate()
    Script::OnLateFixedUpdate()
    Script::OnLateUpdate()
    ScriptingObject::OnManagedInstanceDeleted()
    ScriptingObject::OnScriptingDispose()
    Script::OnStart()
    ScriptingObject::RegisterObject()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Script::Serialize(SerializeStream& stream, const void* otherObj)
    NetworkTransform
    NetworkTransform
    Script::SetActor(Actor* value)
    Script::SetEnabled(bool value)
    ScriptingObject::SetManagedInstance(MObject* instance)
    Script::SetOrderInParent(int32 index)
    Script::SetParent(Actor* value, bool canBreakPrefabLink=true)
    SceneObject::SetParent(Actor* value)
    NetworkTransform
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Script::ToString()
    ScriptingObject::UnregisterObject()
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Networking/Components/NetworkTransform.h
    Syntax
    public class NetworkTransform : public Script, public INetworkSerializable

    Fields

    Components

    Actor transform replication components (flags).

    Declaration
    public ReplicationComponents Components = ReplicationComponents::All
    Field Value
    ReplicationComponents

    LocalSpace

    If checked, actor transform will be synchronized in local space of the parent actor (otherwise in world space).

    Declaration
    public bool LocalSpace = false
    Field Value
    bool

    Mode

    Actor transform replication mode.

    Declaration
    public ReplicationModes Mode = ReplicationModes::Default
    Field Value
    ReplicationModes

    Methods

    Deserialize(NetworkStream* stream)

    Deserializes object from the input stream.

    Declaration
    public virtual void Deserialize(NetworkStream* stream) override
    Parameters
    NetworkStream stream

    The input stream to read serialized data.

    Overrides
    INetworkSerializable::Deserialize(NetworkStream* stream)

    OnDisable()

    Called when object becomes disabled and inactive.

    Declaration
    public virtual void OnDisable() override
    Overrides
    Script::OnDisable()

    OnEnable()

    Called when object becomes enabled and active.

    Declaration
    public virtual void OnEnable() override
    Overrides
    Script::OnEnable()

    OnUpdate()

    Called every frame if object is enabled.

    Declaration
    public virtual void OnUpdate() override
    Overrides
    Script::OnUpdate()

    Serialize(NetworkStream* stream)

    Serializes object to the output stream.

    Declaration
    public virtual void Serialize(NetworkStream* stream) override
    Parameters
    NetworkStream stream

    The output stream to write serialized data.

    Overrides
    INetworkSerializable::Serialize(NetworkStream* stream)
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