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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/UCharacterMovementComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
| Include | #include "GameFramework/CharacterMovementComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp |
virtual void CallServerMovePacked
(
const FSavedMove_Character * NewMove,
const FSavedMove_Character * PendingMove,
const FSavedMove_Character * OldMove
)
Remarks
On the client, calls the ServerMovePacked_ClientSend() function with packed movement data. First the FCharacterNetworkMoveDataContainer from GetNetworkMoveDataContainer() is updated with ClientFillNetworkMoveData(), then serialized into a data stream to send client player moves to the server.