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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 bool ServerShouldUseAuthoritativePosition
&40;
float ClientTimeStamp,
float DeltaTime,
const FVector & Accel,
const FVector & ClientWorldLocation,
const FVector & RelativeClientLocation,
UPrimitiveComponent &42; ClientMovementBase,
FName ClientBaseBoneName,
uint8 ClientMovementMode
&41;
Remarks
If ServerCheckClientError() does not find an error, this determines if the server should also copy the client's movement params rather than keep the server sim result.