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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 |
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).
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strong |
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inline |
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inlinevirtual |
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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.
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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.
| FVector_NetQuantize10 FCharacterNetworkMoveData::Acceleration |
| uint8 FCharacterNetworkMoveData::CompressedMoveFlags |
| FRotator FCharacterNetworkMoveData::ControlRotation |
| FVector_NetQuantize100 FCharacterNetworkMoveData::Location |
| class UPrimitiveComponent* FCharacterNetworkMoveData::MovementBase |
| FName FCharacterNetworkMoveData::MovementBaseBoneName |
| uint8 FCharacterNetworkMoveData::MovementMode |
| ENetworkMoveType FCharacterNetworkMoveData::NetworkMoveType |
| float FCharacterNetworkMoveData::TimeStamp |