Open 3D Engine Multiplayer Gem API Reference
23.05.0
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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![]() ![]() | AZStd::hash support |
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![]() ![]() ![]() | The SimplePlayerSpawnerRequest event-bus exposes helper methods regarding network player spawners. Although the Multiplayer System automatically spawns in players, it's common for game specific server logic to retrieve valid spawn locations when respawning a player |
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![]() ![]() ![]() | A base class for all multiplayer component controllers responsible for running local prediction logic |
![]() ![]() ![]() | Component that provides net-binding to a networked entity |
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![]() ![]() ![]() | A component for network players to render their player id in world-space. Both autonomous players and client proxies will have their player ids rendered on screen |
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![]() ![]() ![]() | Component that declares network dependency on the parent of this entity |
![]() ![]() ![]() | Component that declares the top level entity of a network hierarchy |
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![]() ![]() ![]() | Bus for requests to the network rigid body component |
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![]() ![]() ![]() | A network player spawner. Attach this component to any level's root entity which needs to spawn a network player. If no spawn points are provided the network players will be spawned at the world-space origin |
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![]() ![]() ![]() | A class that determines if an entity should belong to a particular INetworkEntityManager |
![]() ![]() ![]() | Payload detailing aspects of a Connection other services may be interested in |
![]() ![]() ![]() | IMultiplayer provides insight into the Multiplayer session and its Agents |
![]() ![]() ![]() | This is a wrapper that temporarily adjusts global program time for backward reconciliation purposes |
![]() ![]() ![]() | IMultiplayerAuditingDatum provides an interface for datums of a given auditing event |
![]() ![]() ![]() | MultiplayerAuditingElement contains a list of datums for a given auditing event |
![]() ![]() ![]() | IMultiplayerDebug provides access to multiplayer debug overlays |
![]() ![]() ![]() | IMultiplayerSpawner routes spawning requests for connecting players from the Muliplayer Gem to game logic utilizing it |
![]() ![]() ![]() | IMultiplayerTools provides interfacing between the Editor and Multiplayer Gem |
![]() ![]() ![]() | The interface for managing network spawnables |
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![]() ![]() ![]() | Structure for identifying a specific entity within a spawnable |
![]() ![]() ![]() | Structure for edit context to select network spawnables and cull out spawnables aren't networked |
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![]() ![]() ![]() | Handles replication of relevant entities for one connection |
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![]() ![]() ![]() | IFilterEntityManager provides an interface for filtering entities out from replication down to clients |
![]() ![]() ![]() | The interface for managing all networked entities |
![]() ![]() ![]() | This class provides a wrapping around handle ids. It is optimized to avoid using the hashmap lookup unless the hashmap has had an item removed |
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![]() ![]() ![]() | Remote procedure call data |
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![]() ![]() ![]() | Property replication packet |
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![]() ![]() ![]() | A single networked client input command |
![]() ![]() ![]() | An array of network inputs. Used to mitigate loss of input packets on the server. Compresses subsequent elements |
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![]() ![]() ![]() | A list of input commands, used for bookkeeping on the client |
![]() ![]() ![]() | A variable sized array of input commands, used specifically when migrate a clients inputs |
![]() ![]() ![]() | This is an AZ::Interface<> for managing multiplayer specific time related operations |
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![]() ![]() ![]() | Data structure that has a compile-time upper bound, provides array semantics and supports network serialization |
![]() ![]() ![]() | Data structure that has a compile-time upper bound, provides vector semantics and supports network serialization |
![]() ![]() ![]() | A simple serializable data container that keeps a history of previous values, and can fetch those old values on request |
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![]() ![]() ![]() | System component that draws viewport messaging as the editor attempts connection to the editor-server while starting up game-mode |
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![]() ![]() ![]() | Multiplayer traffic live analysis tool via ImGui |
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![]() ![]() ![]() | MultiplayerEditorConnection is a connection listener to synchronize the Editor and a local server it launches |
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![]() ![]() ![]() | A component to reflect scriptable commands for the Editor |
![]() ![]() ![]() | Multiplayer system component wraps the bridging logic between the game and transport layer |
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![]() ![]() ![]() | Multiplayer system component wraps the bridging logic between the game and transport layer |
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![]() ![]() ![]() | This class allows entity netEntityIds to be looked up |
![]() ![]() ![]() | Implementation of the network prefab library interface |
![]() ![]() ![]() | Implementation of the INetworkTime interface |
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