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- for hierarchies, on both servers and clients NetBindComponent::SetOwningConnectionId is set for the all involved entities based on the root entity owning connection id - added new unit tests to cover these scenarios - all unit tests pass, hierarchy benchmarks remain unaffected |
4 years ago | |
|---|---|---|
| .. | ||
| LocalPredictionPlayerInputComponent.cpp | 4 years ago | |
| MultiplayerComponent.cpp | 4 years ago | |
| MultiplayerComponentRegistry.cpp | 4 years ago | |
| MultiplayerController.cpp | 4 years ago | |
| NetBindComponent.cpp | 4 years ago | |
| NetworkCharacterComponent.cpp | 4 years ago | |
| NetworkHierarchyChildComponent.cpp | 4 years ago | |
| NetworkHierarchyRootComponent.cpp | 4 years ago | |
| NetworkHitVolumesComponent.cpp | 4 years ago | |
| NetworkRigidBodyComponent.cpp | 4 years ago | |
| NetworkTransformComponent.cpp | 4 years ago | |