SPEC-7012 Added rewind-aware scene query utilities. Added frame ID to SimulatedBody
This commit is contained in:
@@ -18,6 +18,7 @@
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#include <AzCore/RTTI/RTTI.h>
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#include <AzCore/std/containers/variant.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/std/limits.h>
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#include <AzFramework/Physics/Common/PhysicsSimulatedBodyEvents.h>
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#include <AzFramework/Physics/Common/PhysicsSceneQueries.h>
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#include <AzFramework/Physics/Common/PhysicsTypes.h>
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@@ -68,6 +69,22 @@ namespace AzPhysics
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return m_customUserData;
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}
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//! Helper functions for setting frame ID.
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//! @param frameId Optionally set frame ID for the systems moving the actors back in time.
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void SetFrameId(uint32_t frameId)
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{
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m_frameId = frameId;
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}
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//! Helper functions for getting the set frame ID.
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//! @return Will return the frame ID.
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uint32_t GetFrameId() const
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{
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return m_frameId;
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}
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static constexpr uint32_t UndefinedFrameId = AZStd::numeric_limits<uint32_t>::max();
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//! Perform a ray cast on this Simulated Body.
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//! @param request The request to make.
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//! @return Returns the closest hit, if any, against this simulated body.
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@@ -126,6 +143,7 @@ namespace AzPhysics
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SimulatedBodyEvents::OnTriggerExit m_triggerExitEvent;
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void* m_customUserData = nullptr;
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uint32_t m_frameId = UndefinedFrameId;
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// helpers for reflecting to behavior context
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SimulatedBodyEvents::OnCollisionBegin* GetOnCollisionBeginEvent();
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@@ -16,6 +16,7 @@
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#include <AzCore/Name/Name.h>
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#include <AzCore/RTTI/TypeSafeIntegral.h>
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#include <AzCore/std/string/fixed_string.h>
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#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
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#include <AzNetworking/Serialization/ISerializer.h>
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#include <AzNetworking/ConnectionLayer/ConnectionEnums.h>
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#include <AzNetworking/DataStructures/ByteBuffer.h>
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@@ -41,7 +42,7 @@ namespace Multiplayer
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//! This is a strong typedef for representing the number of application frames since application start.
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AZ_TYPE_SAFE_INTEGRAL(HostFrameId, uint32_t);
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static constexpr HostFrameId InvalidHostFrameId = HostFrameId{ 0xFFFFFFFF };
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static constexpr HostFrameId InvalidHostFrameId = HostFrameId{ AzPhysics::SimulatedBody::UndefinedFrameId };
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using LongNetworkString = AZ::CVarFixedString;
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using ReliabilityType = AzNetworking::ReliabilityType;
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@@ -0,0 +1,37 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzFramework/Physics/Common/PhysicsSceneQueries.h>
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namespace Multiplayer
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{
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namespace Physics
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{
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//! Performs rewind-aware ray cast in the default physics world.
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//! @param request The ray cast request to make.
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//! @return Returns a structure that contains a list of Hits.
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AzPhysics::SceneQueryHits RayCast(const AzPhysics::RayCastRequest& request);
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//! Performs rewind-aware shape cast in the default physics world.
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//! @param request The shape cast request to make.
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//! @return Returns a structure that contains a list of Hits.
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AzPhysics::SceneQueryHits ShapeCast(const AzPhysics::ShapeCastRequest& request);
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//! Performs rewind-aware overlap in the default physics world.
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//! @param request The overlap request to make.
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//! @return Returns a structure that contains a list of Hits.
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AzPhysics::SceneQueryHits Overlap(const AzPhysics::OverlapRequest& request);
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} // namespace Physics
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} // namespace Multiplayer
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@@ -0,0 +1,104 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Include/Multiplayer/Physics/PhysicsUtils.h>
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#include <AzCore/Interface/Interface.h>
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#include <AzFramework/Physics/PhysicsScene.h>
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#include <AzFramework/Physics/Shape.h>
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#include <Multiplayer/NetworkTime/INetworkTime.h>
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namespace
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{
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template<typename RequestT>
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AzPhysics::SceneQueryHits SceneQueryInternal(const RequestT& request)
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{
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auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get();
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if (!sceneInterface)
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{
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return {};
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}
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AzPhysics::SceneHandle sceneHandle = sceneInterface->GetSceneHandle(AzPhysics::DefaultPhysicsSceneName);
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if (sceneHandle == AzPhysics::InvalidSceneHandle)
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{
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return {};
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}
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Multiplayer::INetworkTime* currentNetTime = Multiplayer::GetNetworkTime();
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if(!currentNetTime->IsTimeRewound())
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{
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// If the time is not rewound, we simply execute the scene query as is.
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AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &request);
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return result;
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}
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// If the time is rewound, we want to query against rigid bodies present at the same frame ID: the same as the current rewound time is.
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RequestT netSceneQueryRequest = request;
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netSceneQueryRequest.m_filterCallback = [&request, currentFrameId = (uint32_t)currentNetTime->GetHostFrameId()](
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const AzPhysics::SimulatedBody* body, const ::Physics::Shape* shape)
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{
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if (body->GetFrameId() == AzPhysics::SimulatedBody::UndefinedFrameId || body->GetFrameId() == currentFrameId)
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{
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if (request.m_filterCallback)
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{
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return request.m_filterCallback(body, shape);
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}
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// Overlap filter callbacks return true/false rather than Touch/Block/None
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if constexpr (AZStd::is_same_v<RequestT, AzPhysics::OverlapRequest>)
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{
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return true;
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}
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else
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{
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return AzPhysics::SceneQuery::QueryHitType::Touch;
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}
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}
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if constexpr (AZStd::is_same_v<RequestT, AzPhysics::OverlapRequest>)
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{
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return false;
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}
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else
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{
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return AzPhysics::SceneQuery::QueryHitType::None;
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}
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};
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// Execute the scene query modified for the time rewind.
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AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &netSceneQueryRequest);
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return result;
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}
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}
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namespace Multiplayer
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{
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namespace Physics
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{
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AzPhysics::SceneQueryHits RayCast(const AzPhysics::RayCastRequest& request)
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{
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return SceneQueryInternal<AzPhysics::RayCastRequest>(request);
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}
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AzPhysics::SceneQueryHits ShapeCast(const AzPhysics::ShapeCastRequest& request)
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{
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return SceneQueryInternal<AzPhysics::ShapeCastRequest>(request);
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}
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AzPhysics::SceneQueryHits Overlap(const AzPhysics::OverlapRequest& request)
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{
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return SceneQueryInternal<AzPhysics::OverlapRequest>(request);
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}
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} // namespace Physics
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} // namespace Multiplayer
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@@ -35,6 +35,7 @@ set(FILES
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Include/Multiplayer/NetworkTime/INetworkTime.h
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Include/Multiplayer/NetworkTime/RewindableObject.h
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Include/Multiplayer/NetworkTime/RewindableObject.inl
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Include/Multiplayer/Physics/PhysicsUtils.h
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Include/Multiplayer/ReplicationWindows/IReplicationWindow.h
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Source/Multiplayer_precompiled.cpp
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Source/Multiplayer_precompiled.h
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@@ -103,6 +104,7 @@ set(FILES
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Source/Pipeline/NetBindMarkerComponent.h
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Source/Pipeline/NetworkSpawnableHolderComponent.cpp
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Source/Pipeline/NetworkSpawnableHolderComponent.h
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Source/Physics/PhysicsUtils.cpp
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Source/ReplicationWindows/NullReplicationWindow.cpp
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Source/ReplicationWindows/NullReplicationWindow.h
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Source/ReplicationWindows/ServerToClientReplicationWindow.cpp
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