np2.Resim.CompareStateToTriggerRewind
np2.Resim.CompareStateToTriggerRewind
#Overview
name: np2.Resim.CompareStateToTriggerRewind
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
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.
It is referenced in 2
C++ source files.
#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:26
Scope (from outer to inner):
file
namespace PhysicsReplicationCVars
namespace ResimulationCVars
Source code excerpt:
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."));
}
}
/** These CVars are deprecated from UE 5.4, physics frame offset for networked physics prediction is now handled via PlayerController with automatic time dilation
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsSettingsComponent.h:238
Scope: file
Source code excerpt:
uint32 GetResimulationErrorThreshold(uint32 DefaultValue) { return bOverrideRotStabilityMultiplier ? ResimulationErrorThreshold : DefaultValue; }
// np2.Resim.CompareStateToTriggerRewind
UPROPERTY(config, EditDefaultsOnly, Category = "Overrides", Meta = (InlineEditConditionToggle))
uint32 bOverrideCompareStateToTriggerRewind : 1;
UPROPERTY(config, EditDefaultsOnly, Category = "Overrides", Meta = (EditCondition = "bOverrideCompareStateToTriggerRewind"))
bool bCompareStateToTriggerRewind = false;
bool GetCompareStateToTriggerRewind(bool DefaultValue) { return bOverrideCompareStateToTriggerRewind ? bCompareStateToTriggerRewind : DefaultValue; }