Navigation API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework Inheritance Hierarchy FCharacterNetworkSerializationPackedBits FCharacterMoveResponsePackedBits FCharacterServerMovePackedBits References Module Engine Header /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementReplication.h Include #include "GameFramework/CharacterMovementReplication.h" Syntax USTRUCT () struct FCharacterNetworkSerializationPackedBits Copy full snippetUSTRUCT () struct FCharacterNetworkSerializationPackedBits Remarks Intermediate data stream used for network serialization of Character RPC data. This is basically an array of bits that is packed/unpacked via NetSerialize into custom data structs on the sending and receiving ends. Variables Type Name Description TBitArray< TInlineAllocator< 1024/NumBitsPerDWORD > > DataBits TInlineAllocator used with TBitArray takes the number of 32-bit dwords, but the define is in number of bits, so convert here by dividing by 32. UE::Net::FNetTokenExportContext::FNetTokenExports NetTokensPendingExport Since we capturing data outside of the normal serialization path we also need to store exports to inject when actually sending the data. Constructors Type Name Description FCharacterNetworkSerializationPackedBits () Functions Type Name Description UPackageMap * GetPackageMap () bool NetSerialize ( FArchive& Ar, UPackageMap* PackageMap, bool& bOutSuccess )