UCharacterMovementComponent::CallServerMovePacked

On the client, calls the [ServerMovePacked_ClientSend()](API\Runtime\Engine\GameFramework\UCharacterMovementComponent\ServerMovePacked-) function with packed movement data.

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References

Module

Engine

Header

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

Include

#include "GameFramework/CharacterMovementComponent.h"

Source

/Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp

Syntax

virtual void CallServerMovePacked
(
    const FSavedMove_Character * NewMove,
    const FSavedMove_Character * PendingMove,
    const FSavedMove_Character * OldMove
)

Remarks

On the client, calls the ServerMovePacked_ClientSend() function with packed movement data. First the FCharacterNetworkMoveDataContainer from GetNetworkMoveDataContainer() is updated with ClientFillNetworkMoveData(), then serialized into a data stream to send client player moves to the server.

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