np2.Resim.AllowRewindToClosestState

np2.Resim.AllowRewindToClosestState

#Overview

name: np2.Resim.AllowRewindToClosestState

This variable is created as a Console Variable (cvar).

It is referenced in 1 C++ source file.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/PhysicsEngine/NetworkPhysicsComponent.cpp:24

Scope (from outer to inner):

file
namespace    PhysicsReplicationCVars
namespace    ResimulationCVars

Source code excerpt:

	{
		static bool bAllowRewindToClosestState = true;
		static FAutoConsoleVariableRef CVarResimAllowRewindToClosestState(TEXT("np2.Resim.AllowRewindToClosestState"), bAllowRewindToClosestState, TEXT("When rewinding to a specific frame, if the client doens't have state data for that frame, use closest data available. Only affects the first rewind frame, when FPBDRigidsEvolution is set to Reset."));
		static bool bCompareStateToTriggerRewind = false;
		static FAutoConsoleVariableRef CVarResimCompareStateToTriggerRewind(TEXT("np2.Resim.CompareStateToTriggerRewind"), bCompareStateToTriggerRewind, TEXT("If we should cache local players custom state struct in rewind history and compare the predicted state with incoming server state to trigger resimulations if they differ, comparison done through FNetworkPhysicsData::CompareData."));
		static bool bCompareInputToTriggerRewind = false;
		static FAutoConsoleVariableRef CVarResimCompareInputToTriggerRewind(TEXT("np2.Resim.CompareInputToTriggerRewind"), bCompareInputToTriggerRewind, TEXT("If we should compare local players predicted inputs with incoming server inputs to trigger resimulations if they differ, comparison done through FNetworkPhysicsData::CompareData."));
	}
}