FCharacterMoveResponseDataContainer

Response from the server to the client about a move that is being acknowledged.

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References

Module

Engine

Header

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

Include

#include "GameFramework/CharacterMovementReplication.h"

Syntax

struct FCharacterMoveResponseDataContainer

Remarks

Response from the server to the client about a move that is being acknowledged. Internally it mainly copies the FClientAdjustment from the UCharacterMovementComponent indicating the response, as well as setting a few relevant flags about the response and serializing the response to and from an FArchive for handling the variable-size payload over the network.

Variables

Name Description

Public variable

bool

 

bHasBase

Public variable

bool

 

bHasRotation

Public variable

bool

 

bRootMotionMontageCorrection

Public variable

bool

 

bRootMotionSourceCorrection

Public variable

FClientAdjustme...

 

ClientAdjustment

Client adjustment. All data other than bAckGoodMove and TimeStamp is only valid if this is a correction (not an ack).

Public variable

FVector_NetQuan...

 

RootMotionRotation

Public variable

float

 

RootMotionTrackPosition

Constructors

Destructors

Functions

Name Description

Public function Const

FRootMotionS...

 

GetRootMotionSourceGroup

(
    UCharacterMovementComponent& Chara...
)

Public function Const

bool

 

IsCorrection()

Public function Const

bool

 

IsGoodMove()

Public function Virtual

bool

 

Serialize

(
    UCharacterMovementComponent& Chara...,
    FArchive& Ar,
    UPackageMap* PackageMap
)

Serialize the FClientAdjustment data and other internal flags.

Public function Virtual

void

 

ServerFillResponseData

(
    const UCharacterMovementComponent&...,
    const FClientAdjustment& PendingAd...
)

Copy the FClientAdjustment and set a few flags relevant to that data.