UCharacterMovementComponent::ServerMoveHandleClientError

Have the server check if the client is outside an error tolerance, and queue a client adjustment if so.

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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 void ServerMoveHandleClientError
(
    float ClientTimeStamp,
    float DeltaTime,
    const FVector & Accel,
    const FVector & RelativeClientLocation,
    UPrimitiveComponent * ClientMovementBase,
    FName ClientBaseBoneName,
    uint8 ClientMovementMode
)

Remarks

Have the server check if the client is outside an error tolerance, and queue a client adjustment if so. If either GetPredictionData_Server_Character()->bForceClientUpdate or ServerCheckClientError() are true, the client adjustment will be sent. RelativeClientLocation will be a relative location if MovementBaseUtility::UseRelativePosition(ClientMovementBase) is true, or a world location if false.

See Also