FCharacterNetworkMoveData::ClientFillNetworkMoveData

Given a [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) from [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent), fill in data in this struct with relevant movement data.

Windows
MacOS
Linux

References

Module

Engine

Header

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

Include

#include "GameFramework/CharacterMovementReplication.h"

Source

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

Syntax

virtual void ClientFillNetworkMoveData
(
    const FSavedMove_Character & ClientMove,
    ENetworkMoveType MoveType
)

Remarks

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.

See Also

UCharacterMovementComponent::AllocateNewMove()

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss