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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 |
5 years ago | |
|---|---|---|
| .. | ||
| LocalPredictionPlayerInputComponent.h | 5 years ago | |
| MultiplayerComponent.h | 5 years ago | |
| MultiplayerComponentRegistry.h | 5 years ago | |
| MultiplayerController.h | 5 years ago | |
| NetBindComponent.h | 5 years ago | |
| NetworkCharacterComponent.h | 5 years ago | |
| NetworkHierarchyBus.h | 5 years ago | |
| NetworkHierarchyChildComponent.h | 5 years ago | |
| NetworkHierarchyRootComponent.h | 5 years ago | |
| NetworkHitVolumesComponent.h | 5 years ago | |
| NetworkRigidBodyComponent.h | 5 years ago | |
| NetworkTransformComponent.h | 5 years ago | |