np2.Resim.AllowRewindToClosestState
np2.Resim.AllowRewindToClosestState
#Overview
name: np2.Resim.AllowRewindToClosestState
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
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.
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."));
}
}