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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UCharacterMovementComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClientAdjustPosition_Implementation
(
float TimeStamp, |
GameFramework/CharacterMovementComponent.h | ||
virtual void ClientAdjustPosition_Implementation
(
float TimeStamp, |
Replicate position correction to client, associated with a timestamped servermove. | GameFramework/CharacterMovementComponent.h |
ClientAdjustPosition_Implementation(float, FVector, FVector, UPrimitiveComponent *, FName, bool, bool, uint8, TOptional< FRotator >)
| Name | ClientAdjustPosition_Implementation |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
| Include Path | #include "GameFramework/CharacterMovementComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp |
virtual void ClientAdjustPosition_Implementation
(
float TimeStamp,
FVector NewLoc,
FVector NewVel,
UPrimitiveComponent * NewBase,
FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
uint8 ServerMovementMode,
TOptional < FRotator > OptionalRotation
)
ClientAdjustPosition_Implementation(float, FVector, FVector, FMovementBaseInterfaceData *, FName, bool, bool, uint8, TOptional< FRotator >)
Description
Replicate position correction to client, associated with a timestamped servermove. Client will replay subsequent moves after applying adjustment.
| Name | ClientAdjustPosition_Implementation |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
| Include Path | #include "GameFramework/CharacterMovementComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp |
virtual void ClientAdjustPosition_Implementation
(
float TimeStamp,
FVector NewLoc,
FVector NewVel,
FMovementBaseInterfaceData * NewMovementBaseInterfaceData,
FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
uint8 ServerMovementMode,
TOptional < FRotator > OptionalRotation
)