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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/FCharacterNetworkMoveData
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementReplication.h |
| Include | #include "GameFramework/CharacterMovementReplication.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp |
virtual void ClientFillNetworkMoveData
&40;
const FSavedMove_Character & ClientMove,
ENetworkMoveType MoveType
&41;
Remarks
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()