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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.
| Name | FCharacterMoveResponseDataContainer |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementReplication.h |
| Include Path | #include "GameFramework/CharacterMovementReplication.h" |
Syntax
struct FCharacterMoveResponseDataContainer
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCharacterMoveResponseDataContainer() |
GameFramework/CharacterMovementReplication.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FCharacterMoveResponseDataContainer() |
GameFramework/CharacterMovementReplication.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasBase | bool | GameFramework/CharacterMovementReplication.h | ||
| bHasRotation | bool | GameFramework/CharacterMovementReplication.h | ||
| bRootMotionMontageCorrection | bool | GameFramework/CharacterMovementReplication.h | ||
| bRootMotionSourceCorrection | bool | GameFramework/CharacterMovementReplication.h | ||
| ClientAdjustment | FClientAdjustment | Client adjustment. All data other than bAckGoodMove and TimeStamp is only valid if this is a correction (not an ack). | GameFramework/CharacterMovementReplication.h | |
| RootMotionRotation | FVector_NetQuantizeNormal | GameFramework/CharacterMovementReplication.h | ||
| RootMotionTrackPosition | float | GameFramework/CharacterMovementReplication.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRootMotionSourceGroup * GetRootMotionSourceGroup
(
UCharacterMovementComponent& CharacterMovement |
GameFramework/CharacterMovementReplication.h | ||
bool IsCorrection() |
GameFramework/CharacterMovementReplication.h | ||
bool IsGoodMove() |
GameFramework/CharacterMovementReplication.h | ||
virtual bool Serialize
(
UCharacterMovementComponent& CharacterMovement, |
Serialize the FClientAdjustment data and other internal flags. | GameFramework/CharacterMovementReplication.h | |
virtual void ServerFillResponseData
(
const UCharacterMovementComponent& CharacterMovement, |
Copy the FClientAdjustment and set a few flags relevant to that data. | GameFramework/CharacterMovementReplication.h |