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Download native/unreal/Source/Singularity/SingularitySpacetimeBridge.h from sankalphs/singularity1: direct link, hf CLI and curl.
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https://huggingface.co/spaces/sankalphs/singularity1/resolve/main/native/unreal/Source/Singularity/SingularitySpacetimeBridge.h
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hf download hf://spaces/sankalphs/singularity1/native/unreal/Source/Singularity/SingularitySpacetimeBridge.h
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curl -L -o SingularitySpacetimeBridge.h https://huggingface.co/spaces/sankalphs/singularity1/resolve/main/native/unreal/Source/Singularity/SingularitySpacetimeBridge.h
1.4 kB
| DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSingularityInputReady, const FSingularityRoleInput&, Input); | |
| DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSingularitySnapshotReady, const FSingularityTeamSnapshot&, Snapshot); | |
| /** | |
| * Small engine-side seam for the existing SpacetimeDB contract. | |
| * | |
| * The production browser client submits bounded x/z/action inputs and receives | |
| * authoritative team snapshots. An Unreal transport can bind to these events | |
| * without ever accepting a client pose, checkpoint, or finish time. | |
| */ | |
| UCLASS(BlueprintType) | |
| class SINGULARITY_API USingularitySpacetimeBridge : public UObject | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UPROPERTY(BlueprintAssignable) | |
| FSingularityInputReady OnInputReady; | |
| UPROPERTY(BlueprintAssignable) | |
| FSingularitySnapshotReady OnSnapshotReady; | |
| UFUNCTION(BlueprintCallable, Category = "Singularity|Network") | |
| void SubmitRoleInput(ESingularityBodyRole Role, float X, float Z, bool bAction, int64 ClientTick); | |
| UFUNCTION(BlueprintCallable, Category = "Singularity|Network") | |
| void ApplyTeamSnapshot(const FSingularityTeamSnapshot& Snapshot); | |
| UFUNCTION(BlueprintPure, Category = "Singularity|Network") | |
| static FString RoleToWireName(ESingularityBodyRole Role); | |
| }; | |