Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
Include |
#include "GameFramework/CharacterMovementComponent.h" |
Source |
/Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp |
virtual void CallServerMovePacked
(
const FSavedMove_Character * NewMove,
const FSavedMove_Character * PendingMove,
const FSavedMove_Character * OldMove
)
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.