UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FCharacterNetworkMoveData Struct Reference

#include <CharacterMovementReplication.h>

Public Types

enum class  ENetworkMoveType { NewMove , PendingMove , OldMove }
 

Public Member Functions

 FCharacterNetworkMoveData ()
 
virtual ~FCharacterNetworkMoveData ()
 
virtual ENGINE_API void ClientFillNetworkMoveData (const FSavedMove_Character &ClientMove, ENetworkMoveType MoveType)
 
virtual ENGINE_API bool Serialize (UCharacterMovementComponent &CharacterMovement, FArchive &Ar, UPackageMap *PackageMap, ENetworkMoveType MoveType)
 

Public Attributes

ENetworkMoveType NetworkMoveType
 
float TimeStamp
 
FVector_NetQuantize10 Acceleration
 
FVector_NetQuantize100 Location
 
FRotator ControlRotation
 
uint8 CompressedMoveFlags
 
uint8 MovementMode
 
class UPrimitiveComponent * MovementBase
 
FName MovementBaseBoneName
 

Detailed Description

FCharacterNetworkMoveData encapsulates a client move that is sent to the server for UCharacterMovementComponent networking.

Adding custom data to the network move is accomplished by deriving from this struct, adding new data members, implementing ClientFillNetworkMoveData(), implementing Serialize(), and setting up the UCharacterMovementComponent to use an instance of a custom FCharacterNetworkMoveDataContainer (see that struct for more details).

See also
FCharacterNetworkMoveDataContainer

Member Enumeration Documentation

◆ ENetworkMoveType

Enumerator
NewMove 
PendingMove 
OldMove 

Constructor & Destructor Documentation

◆ FCharacterNetworkMoveData()

FCharacterNetworkMoveData::FCharacterNetworkMoveData ( )
inline

◆ ~FCharacterNetworkMoveData()

virtual FCharacterNetworkMoveData::~FCharacterNetworkMoveData ( )
inlinevirtual

Member Function Documentation

◆ ClientFillNetworkMoveData()

void FCharacterNetworkMoveData::ClientFillNetworkMoveData ( const FSavedMove_Character ClientMove,
FCharacterNetworkMoveData::ENetworkMoveType  MoveType 
)
virtual

Given a FSavedMove_Character from UCharacterMovementComponent, fill in data in this struct with relevant movement data. Note that the instance of the FSavedMove_Character is likely a custom struct of a derived struct of your own, if you have added your own saved move data.

See also
UCharacterMovementComponent::AllocateNewMove()

◆ Serialize()

bool FCharacterNetworkMoveData::Serialize ( UCharacterMovementComponent CharacterMovement,
FArchive Ar,
UPackageMap PackageMap,
FCharacterNetworkMoveData::ENetworkMoveType  MoveType 
)
virtual

Serialize the data in this struct to or from the given FArchive. This packs or unpacks the data in to a variable-sized data stream that is sent over the network from client to server.

See also
UCharacterMovementComponent::CallServerMovePacked

Member Data Documentation

◆ Acceleration

FVector_NetQuantize10 FCharacterNetworkMoveData::Acceleration

◆ CompressedMoveFlags

uint8 FCharacterNetworkMoveData::CompressedMoveFlags

◆ ControlRotation

FRotator FCharacterNetworkMoveData::ControlRotation

◆ Location

FVector_NetQuantize100 FCharacterNetworkMoveData::Location

◆ MovementBase

class UPrimitiveComponent* FCharacterNetworkMoveData::MovementBase

◆ MovementBaseBoneName

FName FCharacterNetworkMoveData::MovementBaseBoneName

◆ MovementMode

uint8 FCharacterNetworkMoveData::MovementMode

◆ NetworkMoveType

ENetworkMoveType FCharacterNetworkMoveData::NetworkMoveType

◆ TimeStamp

float FCharacterNetworkMoveData::TimeStamp

The documentation for this struct was generated from the following files: