Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/Character.h |
Include |
#include "GameFramework/Character.h" |
void ServerMove
(
float TimeStamp,
FVector_NetQuantize10 InAccel,
FVector_NetQuantize100 ClientLoc,
uint8 CompressedMoveFlags,
uint8 ClientRoll,
uint32 View,
UPrimitiveComponent * ClientMovementBase,
FName ClientBaseBoneName,
uint8 ClientMovementMode
)
Server RPCs that pass through to CharacterMovement (avoids RPC overhead for components). The base RPC function (eg 'ServerMove') is auto-generated for clients to trigger the call to the server function, eventually going to the _Implementation function (which we just pass to the CharacterMovementComponent).Replicated function sent by client to server - contains client movement and view info.