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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 ServerMoveHandleClientError
&40;
float ClientTimeStamp,
float DeltaTime,
const FVector & Accel,
const FVector & RelativeClientLocation,
UPrimitiveComponent &42; ClientMovementBase,
FName ClientBaseBoneName,
uint8 ClientMovementMode
&41;
Remarks
Have the server check if the client is outside an error tolerance, and queue a client adjustment if so. If either GetPredictionData_Server_Character()->bForceClientUpdate or ServerCheckClientError() are true, the client adjustment will be sent. RelativeClientLocation will be a relative location if MovementBaseUtility::UseRelativePosition(ClientMovementBase) is true, or a world location if false.