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