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