202 - Wrapping up Lag Compensation

This commit is contained in:
Kingsmedia 2022-05-28 12:43:09 +02:00
parent d6ce6fc25f
commit 6eb1db5505
3 changed files with 8 additions and 5 deletions

View File

@ -46,13 +46,13 @@ bUseManualIPAddress=False
ManualIPAddress= ManualIPAddress=
[/Script/Engine.GameEngine] [/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemEOS.NetDriverEOS",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver") +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem] [OnlineSubsystem]
DefaultPlatformService=EOS DefaultPlatformService=Steam
[OnlineSubsystemSteam] [OnlineSubsystemSteam]
bEnabled=false bEnabled=true
SteamDevAppId=480 SteamDevAppId=480
bInitServerOnClient=true bInitServerOnClient=true
@ -60,7 +60,7 @@ bInitServerOnClient=true
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection" NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
[OnlineSubsystemEOS] [OnlineSubsystemEOS]
bEnabled=true bEnabled=false
[/Script/OnlineSubsystemEOS.NetDriverEOS] [/Script/OnlineSubsystemEOS.NetDriverEOS]
bIsUsingP2PSockets=true bIsUsingP2PSockets=true
@ -106,6 +106,7 @@ NetServerMaxTickRate=120
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") +Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") +Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="SkeletalMesh") +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="SkeletalMesh")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="HitBox")
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") -ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") -ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") -ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
@ -144,3 +145,5 @@ bMirrorPresenceToEAS=False
bSubstepping=True bSubstepping=True
MaxSubstepDeltaTime=0.008000 MaxSubstepDeltaTime=0.008000
[PacketSimulationSettings]
PktLag = 0

View File

@ -112,7 +112,7 @@ void AHitScanWeapon::WeaponTraceHit(const FVector& TraceStart, const FVector& Hi
BeamEnd = OutHit.ImpactPoint; BeamEnd = OutHit.ImpactPoint;
} }
DrawDebugSphere(GetWorld(), BeamEnd, 16.f, 12, FColor::Orange, true); // DrawDebugSphere(GetWorld(), BeamEnd, 16.f, 12, FColor::Orange, true);
if (BeamParticles) if (BeamParticles)
{ {