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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 FCharacterNetworkMoveDataContainer
Remarks
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.
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bDisableCombinedScopedMove | 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. |
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bool | bHasOldMove | Optional "old move" data, for redundant important old moves not yet ack'd. |
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bool | bHasPendingMove | Optional pending data used in "dual moves". |
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bool | bIsDualHybridRootMotionMove | |
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FCharacterNetworkMoveData * | NewMoveData | |
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FCharacterNetworkMoveData * | OldMoveData | |
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FCharacterNetworkMoveData * | PendingMoveData |
Constructors
Type | Name | Description | |
---|---|---|---|
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Default constructor. |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
---|---|---|---|
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void | ClientFillNetworkMoveData
(
const FSavedMove_Character* ClientNewMove, |
Passes through calls to ClientFillNetworkMoveData on each FCharacterNetworkMoveData matching the client moves. |
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FCharacterNetworkMoveData * | ||
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FCharacterNetworkMoveData * | ||
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FCharacterNetworkMoveData * | ||
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bool | Serialize
(
UCharacterMovementComponent& CharacterMovement, |
Serialize movement data. |