UCharacterMovementComponent::ServerMove_Implementation

Network RPCs for movement.

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MacOS
Linux

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

Remarks

The actual RPCs are passed to ACharacter, which wrap to the Implementation and Validate call here, to avoid Component RPC overhead. For example: Client: UCharacterMovementComponent::ServerMove => Calls CharacterOwner->ServerMove(...) triggering RPC on server Server: ACharacter::ServerMove_Implementation => Calls CharacterMovement->ServerMove_Implementation To override the client call to the server RPC (on CharacterOwner), override ServerMove(). To override the server implementation, override ServerMove_Implementation(). Replicated function sent by client to server - contains client movement and view info. Calls either CharacterOwner->ServerMove() or CharacterOwner->ServerMoveNoBase() depending on whehter ClientMovementBase is null.

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