Files
UnrealEngineUWP/Engine/Source/Runtime/TimeManagement/Private/GenlockedCustomTimeStep.cpp
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00

36 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GenlockedCustomTimeStep.h"
#include "Misc/App.h"
void UGenlockedCustomTimeStep::UpdateAppTimes(const double& TimeBeforeSync, const double& TimeAfterSync) const
{
// Use fixed delta time to update FApp times.
double ActualDeltaTime;
{
// Multiply sync time by valid SyncCountDelta to know ActualDeltaTime
if (IsLastSyncDataValid() && (GetLastSyncCountDelta() > 0))
{
ActualDeltaTime = GetLastSyncCountDelta() * GetSyncRate().AsInterval();
}
else
{
// optimistic default
ActualDeltaTime = GetFixedFrameRate().AsInterval();
}
}
FApp::SetCurrentTime(TimeAfterSync);
FApp::SetIdleTime((TimeAfterSync - TimeBeforeSync) - (ActualDeltaTime - GetFixedFrameRate().AsInterval()));
FApp::SetDeltaTime(ActualDeltaTime);
}
uint32 UGenlockedCustomTimeStep::GetExpectedSyncCountDelta() const
{
//Depending on format, sync count per frame will not be 1.
//For example, PsF will have 2 sync counts
const FFrameRate DeltaFrameRate = GetSyncRate() / GetFixedFrameRate();
return FMath::RoundToInt(DeltaFrameRate.AsDecimal());
}