// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "FixedFrameRateCustomTimeStep.h" #include "CatchupFixedRateCustomTimeStep.generated.h" class UEngine; class UObject; /** * Control the Engine TimeStep via a fixed frame rate that catches up with real time. * * - Stays in sync with platform time. * - Blocks to prevent getting ahead of real time. * - Does not block when it needs to catch up * - If it falls behind too much, it will increase simulation delta times. * */ UCLASS(Blueprintable, editinlinenew, meta = (DisplayName = "Catchup Fixed Rate"), MinimalAPI) class UCatchupFixedRateCustomTimeStep : public UFixedFrameRateCustomTimeStep { GENERATED_UCLASS_BODY() public: //~ Begin UFixedFrameRateCustomTimeStep interface TIMEMANAGEMENT_API virtual bool Initialize(UEngine* InEngine) override; TIMEMANAGEMENT_API virtual void Shutdown(UEngine* InEngine) override; TIMEMANAGEMENT_API virtual bool UpdateTimeStep(UEngine* InEngine) override; TIMEMANAGEMENT_API virtual ECustomTimeStepSynchronizationState GetSynchronizationState() const override; TIMEMANAGEMENT_API virtual FFrameRate GetFixedFrameRate() const override; //~ End UFixedFrameRateCustomTimeStep interface private: /** Blocks until platform time reaches the given time */ void BlockUntilPlatformSeconds(const double TargetPlatformSeconds) const; /** * Calculates the delta time to apply for the current frame based on the difference between simulation time and platform time. * Adjusts the simulation delta time to account for systemic fall-behind, allowing the simulation to catch up smoothly. */ double CalculateDeltaSeconds(const double CurrentSimulationSeconds, const double CurrentPlatformSeconds) const; public: /** Desired simulation frame rate */ UPROPERTY(EditAnywhere, Category = "Timing") FFrameRate FrameRate; /** Maximum catchup time in seconds. Simulation will catch up instantly if it falls behind beyond this time with respect to platform time */ UPROPERTY(EditAnywhere, Category = "Timing", meta = (ClampMin = "2")) double MaxCatchupSeconds = 16; private: /* Keeps track of our simulation time, which is intentionally kept close to platform time */ double SimulationSeconds = 0; };