#include <NetworkInputChild.h>
Public Member Functions | |
| NetworkInputChild (const NetworkInputChild &rhs)=default | |
| NetworkInputChild (const ConstNetworkEntityHandle &entityHandle) | |
| NetworkInputChild & | operator= (const NetworkInputChild &rhs) | 
| bool | operator== (const NetworkInputChild &rhs) const | 
| bool | operator!= (const NetworkInputChild &rhs) const | 
| void | Attach (const ConstNetworkEntityHandle &entityHandle) | 
| const ConstNetworkEntityHandle & | GetOwner () const | 
| const NetworkInput & | GetNetworkInput () const | 
| NetworkInput & | GetNetworkInput () | 
| bool | Serialize (AzNetworking::ISerializer &serializer) | 
Used by the NetworkHierarchyRootComponent. This component allows the gameplay programmer to specify inputs for dependent entities. Since it is possible to for the Client/Server to disagree about the state of related entities, this network input encodes the entity that is associated with it.