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Struct used for network RPC parameters between client/server by ACharacter and UCharacterMovementComponent. To extend network move data and add custom parameters, you typically override this struct with a custom derived struct and set the CharacterMovementComponent to use your container with UCharacterMovementComponent::SetNetworkMoveDataContainer(). Your derived struct would then typically (in the constructor) replace the NewMoveData, PendingMoveData, and OldMoveData pointers to use your own instances of a struct derived from FCharacterNetworkMoveData, where you add custom fields and implement custom serialization to be able to pack and unpack your own additional data.
| Name | FCharacterNetworkMoveDataContainer |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementReplication.h |
| Include Path | #include "GameFramework/CharacterMovementReplication.h" |
Syntax
struct FCharacterNetworkMoveDataContainer
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCharacterNetworkMoveDataContainer() |
Default constructor. | GameFramework/CharacterMovementReplication.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FCharacterNetworkMoveDataContainer() |
GameFramework/CharacterMovementReplication.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDisableCombinedScopedMove | bool | True if we want to disable a scoped move around both dual moves (optional from bEnableServerDualMoveScopedMovementUpdates), typically set if bForceNoCombine was true which can indicate an important change in moves. | GameFramework/CharacterMovementReplication.h | |
| bHasOldMove | bool | Optional "old move" data, for redundant important old moves not yet ack'd. | GameFramework/CharacterMovementReplication.h | |
| bHasPendingMove | bool | Optional pending data used in "dual moves". | GameFramework/CharacterMovementReplication.h | |
| bIsDualHybridRootMotionMove | bool | GameFramework/CharacterMovementReplication.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseDefaultMoveData | FCharacterNetworkMoveData | GameFramework/CharacterMovementReplication.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClientFillNetworkMoveData
(
const FSavedMove_Character* ClientNewMove, |
Passes through calls to ClientFillNetworkMoveData on each FCharacterNetworkMoveData matching the client moves. | GameFramework/CharacterMovementReplication.h | |
FCharacterNetworkMoveData * GetNewMoveData() |
GameFramework/CharacterMovementReplication.h | ||
FCharacterNetworkMoveData * GetOldMoveData() |
GameFramework/CharacterMovementReplication.h | ||
FCharacterNetworkMoveData * GetPendingMoveData() |
GameFramework/CharacterMovementReplication.h | ||
virtual bool Serialize
(
UCharacterMovementComponent& CharacterMovement, |
Serialize movement data. | GameFramework/CharacterMovementReplication.h |
See Also
- UCharacterMovementComponent::SetNetworkMoveDataContainer()