ACharacter::ServerMove

Server RPCs that pass through to CharacterMovement (avoids RPC overhead for components).

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/Character.h

Include

#include "GameFramework/Character.h"

Syntax

void ServerMove
(
    float TimeStamp,
    FVector_NetQuantize10 InAccel,
    FVector_NetQuantize100 ClientLoc,
    uint8 CompressedMoveFlags,
    uint8 ClientRoll,
    uint32 View,
    UPrimitiveComponent * ClientMovementBase,
    FName ClientBaseBoneName,
    uint8 ClientMovementMode
)

Remarks

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.

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