CheckTimeSync(DeltaTime); }//在游戏过程中每隔一段时间同步服务器时间到客户端voidAXBlasterPlayerController::CheckTimeSync(floatDeltaTime){ TimeSyncRunningTime += DeltaTime;if(IsLocalController() && TimeSyncRunningTime > TimeSyncFrequency) { ServerRequestServerTime(GetWorld()->GetTimeSeconds()); Tim...
CurrentSyncIndex++;SendNextSyncRequest();// Send next request}voidAMyPlayerController::CalculateTimeOffset(floatClientTimestamp,floatServerTimestamp){floatCurrentClientTime =GetWorld()->GetTimeSeconds();floatRoundTripTime = CurrentClientTime - ClientTimestamp;floatOffset = ServerTimestamp - ClientTimesta...
后续在GeServerWorldTimeSeconds时,对ServerWorldSeconds、WorldSeconds进行更新; ServerTimeSynchronizer Register 在Client的PlayerController成功Received时,进行对时校验的注册,每隔SyncServerTime_TimeInterval = 5.0f进行一次对时; voidAPlayerController::ReceivedPlayer(){// ...if(IsLocalController()){ClientStartSync...
float Time = GetWorld()->GetTimeSeconds(); float Duration = 2.0f; // Total duration of the easing effect float StartTime = 0.0f; // Start time of the easing effect float EndTime = StartTime + Duration; // End time of the easing effect // Calculate the interpolation alpha based on ...
float ElapsedTime = GetWorld()->GetTimeSeconds() - StartTime; //获取ASC UAbilitySystemComponent* ASC = AbilitySystemComponent.Get(); if (!Ability || !ASC) { return; } //取消对键位抬起事件的监听 ASC->AbilityReplicatedEventDelegate(EAbilityGenericReplicatedEvent::InputReleased, GetAbilitySpecHan...
UCommandlet* Commandlet =NewObject<UCommandlet>(GetTransientPackage(), CommandletClass); check(Commandlet); Commandlet->AddToRoot(); // Execute the commandlet. doubleCommandletExecutionStartTime = FPlatformTime::Seconds(); // Commandlets don't always handle -run= properly in the commandline so ...
//GetLevel()->string, 关卡表示, 障碍物 save = save + SAVE_SPLITTER + to_string(GetLevel()); //StreamingSnake()->string, 蛇所占的格子, 蛇头位置与方向 //表示方式: 从蛇头开始到蛇尾方向,记录每个部位所在的网格. save = save + SAVE_SPLITTER...
这里就是他计算未来速度的地方了,Get Trajectory Sample at Time,获取未来时间预估的轨迹,返回值Facing朝向,Position 位置,Accumulated Seconds累计秒数,他这里是计算了未来0.5秒和0.4秒的预估位置相减得到的0.1秒的移动向量,然后乘10得到1秒的移动向量。所以Future Velocity就是未来一秒可能移动的向量。
if (!PawnOwner || !UpdatedComponent || ShouldSkipUpdate(DeltaTime)) { return; } // Get (and then clear) the movement vector that we set in ACollidingPawn::Tick FVector DesiredMovementThisFrame = ConsumeInputVector().GetClampedToMaxSize(1.0f) * DeltaTime * 150.0f; ...
By default, UE-V synchronization times out after 2 seconds to prevent excessive lag due to a large settings package. You can configure the SyncMethod=SyncProvider setting by using Group Policy objects.High availability for UE-VThe UE-V settings storage location and settings template catalog ...