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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).
| Name | FCharacterNetworkMoveData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementReplication.h |
| Include Path | #include "GameFramework/CharacterMovementReplication.h" |
Syntax
struct FCharacterNetworkMoveData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCharacterNetworkMoveData() |
GameFramework/CharacterMovementReplication.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FCharacterNetworkMoveData() |
GameFramework/CharacterMovementReplication.h |
Enums
Public
| Name | Remarks |
|---|---|
| ENetworkMoveType |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Acceleration | FVector_NetQuantize10 | GameFramework/CharacterMovementReplication.h | ||
| CompressedMoveFlags | uint8 | GameFramework/CharacterMovementReplication.h | ||
| ControlRotation | FRotator | GameFramework/CharacterMovementReplication.h | ||
| Location | FVector_NetQuantize100 | GameFramework/CharacterMovementReplication.h | ||
| MovementBase | UPrimitiveComponent * | GameFramework/CharacterMovementReplication.h | ||
| MovementBaseBoneName | FName | GameFramework/CharacterMovementReplication.h | ||
| MovementMode | uint8 | GameFramework/CharacterMovementReplication.h | ||
| NetworkMoveType | ENetworkMoveType | Indicates whether this was the latest new move, a pending/dual move, or old important move. | GameFramework/CharacterMovementReplication.h | |
| TimeStamp | float | GameFramework/CharacterMovementReplication.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClientFillNetworkMoveData
(
const FSavedMove_Character& ClientMove, |
Given a FSavedMove_Character from UCharacterMovementComponent, fill in data in this struct with relevant movement data. | GameFramework/CharacterMovementReplication.h | |
virtual bool Serialize
(
UCharacterMovementComponent& CharacterMovement, |
Serialize the data in this struct to or from the given FArchive. | GameFramework/CharacterMovementReplication.h |