UCharacterMovementComponent::ServerShouldUseAuthoritativePosition

If [ServerCheckClientError()](API\Runtime\Engine\GameFramework\UCharacterMovementComponent\ServerCheckClien-) does not find an error, this determines if the server should also copy the client's movement params rather than keep the server sim result.

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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 bool ServerShouldUseAuthoritativePosition
(
    float ClientTimeStamp,
    float DeltaTime,
    const FVector & Accel,
    const FVector & ClientWorldLocation,
    const FVector & RelativeClientLocation,
    UPrimitiveComponent * ClientMovementBase,
    FName ClientBaseBoneName,
    uint8 ClientMovementMode
)

Remarks

If ServerCheckClientError() does not find an error, this determines if the server should also copy the client's movement params rather than keep the server sim result.

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