Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementReplication.h |
Include |
#include "GameFramework/CharacterMovementReplication.h" |
Source |
/Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp |
virtual void ClientFillNetworkMoveData
(
const FSavedMove_Character & ClientMove,
ENetworkMoveType MoveType
)
Given a FSavedMove_Character from UCharacterMovementComponent, fill in data in this struct with relevant movement data.
that the instance of the FSavedMove_Character is likely a custom struct of a derived struct of your own, if you have added your own saved move data.
UCharacterMovementComponent::AllocateNewMove()