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ISMStateMachineNetworkedInterface

Module: SMSystem

Inherited by USMStateMachineComponent

Public Functions

Name
virtual void ServerInitialize(UObject * Context)
virtual void ServerStart()
virtual void ServerStop()
virtual void ServerShutdown()
virtual void ServerTakeTransition(const FSMTransitionTransaction & TransitionTransactions)
virtual void ServerActivateState(const FGuid & StateGuid, bool bActive, bool bSetAllParents, bool bActivateNowLocally)
virtual void ServerFullSync()
virtual bool HandleNewChannelOpen(class UActorChannel * Channel, struct FReplicationFlags * RepFlags)
virtual void HandleChannelClosed(class UActorChannel * Channel)
virtual bool CanExecuteTransitionEnteredLogic() const
virtual bool HasAuthorityToChangeStates() const
virtual bool HasAuthorityToChangeStatesLocally() const
virtual bool HasAuthorityToExecuteLogic() const
virtual bool HasAuthorityToTick() const
virtual void SetCanEverNetworkTick(bool bNewValue)
virtual bool IsConfiguredForNetworking() const
images/classes/SMStateMachineNetworkedInterface/img/nd_img_IsConfiguredForNetworking.png
virtual bool HasAuthority() const
images/classes/SMStateMachineNetworkedInterface/img/nd_img_HasAuthority.png
virtual bool IsSimulatedProxy() const
images/classes/SMStateMachineNetworkedInterface/img/nd_img_IsSimulatedProxy.png

Public Functions Documentation

function ServerInitialize

inline virtual void ServerInitialize(
    UObject * Context
)

function ServerStart

inline virtual void ServerStart()

function ServerStop

inline virtual void ServerStop()

function ServerShutdown

inline virtual void ServerShutdown()

function ServerTakeTransition

inline virtual void ServerTakeTransition(
    const FSMTransitionTransaction & TransitionTransactions
)

function ServerActivateState

inline virtual void ServerActivateState(
    const FGuid & StateGuid,
    bool bActive,
    bool bSetAllParents,
    bool bActivateNowLocally
)

function ServerFullSync

inline virtual void ServerFullSync()

function HandleNewChannelOpen

inline virtual bool HandleNewChannelOpen(
    class UActorChannel * Channel,
    struct FReplicationFlags * RepFlags
)

function HandleChannelClosed

inline virtual void HandleChannelClosed(
    class UActorChannel * Channel
)

function CanExecuteTransitionEnteredLogic

inline virtual bool CanExecuteTransitionEnteredLogic() const

function HasAuthorityToChangeStates

inline virtual bool HasAuthorityToChangeStates() const

function HasAuthorityToChangeStatesLocally

inline virtual bool HasAuthorityToChangeStatesLocally() const

function HasAuthorityToExecuteLogic

inline virtual bool HasAuthorityToExecuteLogic() const

function HasAuthorityToTick

inline virtual bool HasAuthorityToTick() const

function SetCanEverNetworkTick

inline virtual void SetCanEverNetworkTick(
    bool bNewValue
)

Signals ticking should be possible on the network providing it has authority.


function IsConfiguredForNetworking

inline virtual bool IsConfiguredForNetworking() const

images/classes/SMStateMachineNetworkedInterface/img/nd_img_IsConfiguredForNetworking.png

Checks if this interface is networked and replicated.


function HasAuthority

inline virtual bool HasAuthority() const

images/classes/SMStateMachineNetworkedInterface/img/nd_img_HasAuthority.png

If the interface is considered to have authority for Logic Driver. (Such as an instance running on a server) This is not necessarily the same as UE's native HasAuthority.


function IsSimulatedProxy

inline virtual bool IsSimulatedProxy() const

images/classes/SMStateMachineNetworkedInterface/img/nd_img_IsSimulatedProxy.png

If this interface is only a simulated proxy.