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[Video] Player-Controlled Replicating Physics Movement, Simulating Physics!

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    #76
    Originally posted by Dasca_ITA View Post
    Hi, I've downloaded your github project but during compile gave me these errors:

    >c:\program files (x86)\epic games\4.15\engine\source\runtime\coreuobject\public\UObject/Class.h(662): error C2280: 'FPawnMovementPostPhysicsTickFunction &FPawnMovementPostPhysicsTickFunction:perator =(const FPawnMovementPostPhysicsTickFunction &)': tentativo di fare riferimento a una funzione eliminata
    1>c:\users\admin\documents\unreal projects\ue4-networked-physx-component-master\source\ntgame\Classes/NTGame_MovementTypes.h(203): note: il compilatore ha generato 'FPawnMovementPostPhysicsTickFunction:perator =' in questo punto
    1>c:\program files (x86)\epic games\4.15\engine\source\runtime\coreuobject\public\UObject/Class.h(997): note: vedere il riferimento all'istanza '<Sconosciuto>' della funzione <Sconosciuto> di cui è in corso la compilazione
    1>c:\program files (x86)\epic games\4.15\engine\source\runtime\coreuobject\public\UObject/Class.h(996): note: durante la compilazione della funzione membro '<Sconosciuto>' di modello <Sconosciuto>
    1>C:\Users\admin\Documents\Unreal Projects\UE4-Networked-PhysX-Component-master\Intermediate\Build\Win64\UE4Editor\Inc\NTGame\NTGame.generated.cpp(59): note: vedere il riferimento all'istanza '<Sconosciuto>' di modello <Sconosciuto> di cui è in corso la compilazione
    1>ERROR : UBT error : Failed to produce item: C:\Users\admin\Documents\Unreal Projects\UE4-Networked-PhysX-Component-master\Binaries\Win64\UE4Editor-NTGame-9017.dll
    1>Total build time: 90,94 seconds (Local executor: 0,00 seconds)

    Is is italian but I think you can help understand what's going on

    thx
    I saw this too, you need to add

    Code:
    template<>
    struct TStructOpsTypeTraits<FPawnMovementPostPhysicsTickFunction> : public TStructOpsTypeTraitsBase
    {
    // in 4.16 changed to TStructOpsTypeTraitsBase2
    enum { WithCopy = false };
    };
    below the USTRUCT FPawnMovementPostPhysicsTickFunction
    Last edited by Nonlin; 07-18-2018, 03:25 PM.

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      #77
      Hey, can someone help me because I can't find any download page for this or any GitHub pages? Has the link been removed or am I just brain dead and there is no link.

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        #78
        +1. Where is this tech download?

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          #79
          The solution was client-authoritative anyway, so you don't really need it anymore.

          Make the root component of your pawn a skeletal mesh, and uncheck "replicate physics to autonomous proxy" in the skeletal mesh settings. Voila, instant client-auth physics. As with any solution, you still need to send the physics state to the server so it stays up to date.

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