202 - Wrapping up Lag Compensation
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@ -46,13 +46,13 @@ bUseManualIPAddress=False
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ManualIPAddress=
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[/Script/Engine.GameEngine]
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+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemEOS.NetDriverEOS",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
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+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
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[OnlineSubsystem]
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DefaultPlatformService=EOS
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DefaultPlatformService=Steam
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[OnlineSubsystemSteam]
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bEnabled=false
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bEnabled=true
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SteamDevAppId=480
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bInitServerOnClient=true
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@ -60,7 +60,7 @@ bInitServerOnClient=true
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NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
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[OnlineSubsystemEOS]
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bEnabled=true
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bEnabled=false
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[/Script/OnlineSubsystemEOS.NetDriverEOS]
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bIsUsingP2PSockets=true
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@ -106,6 +106,7 @@ NetServerMaxTickRate=120
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+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.")
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+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. ")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="SkeletalMesh")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="HitBox")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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@ -144,3 +145,5 @@ bMirrorPresenceToEAS=False
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bSubstepping=True
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MaxSubstepDeltaTime=0.008000
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[PacketSimulationSettings]
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PktLag = 0
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@ -112,7 +112,7 @@ void AHitScanWeapon::WeaponTraceHit(const FVector& TraceStart, const FVector& Hi
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BeamEnd = OutHit.ImpactPoint;
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}
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DrawDebugSphere(GetWorld(), BeamEnd, 16.f, 12, FColor::Orange, true);
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// DrawDebugSphere(GetWorld(), BeamEnd, 16.f, 12, FColor::Orange, true);
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if (BeamParticles)
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{
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