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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UCharacterMovementComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClientAdjustRootMotionPosition_Implementation
(
float TimeStamp, |
GameFramework/CharacterMovementComponent.h | ||
virtual void ClientAdjustRootMotionPosition_Implementation
(
float TimeStamp, |
Replicate position correction to client when using root motion for movement. | GameFramework/CharacterMovementComponent.h |
ClientAdjustRootMotionPosition_Implementation(float, float, FVector, FVector_NetQuantizeNormal, float, UPrimitiveComponent *, FName, bool, bool, uint8)
| Name | ClientAdjustRootMotionPosition_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 ClientAdjustRootMotionPosition_Implementation
(
float TimeStamp,
float ServerMontageTrackPosition,
FVector ServerLoc,
FVector_NetQuantizeNormal ServerRotation,
float ServerVelZ,
UPrimitiveComponent * ServerBase,
FName ServerBoneName,
bool bHasBase,
bool bBaseRelativePosition,
uint8 ServerMovementMode
)
ClientAdjustRootMotionPosition_Implementation(float, float, FVector, FVector_NetQuantizeNormal, float, FMovementBaseInterfaceData *, FName, bool, bool, uint8)
Description
Replicate position correction to client when using root motion for movement. (animation root motion specific)
| Name | ClientAdjustRootMotionPosition_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 ClientAdjustRootMotionPosition_Implementation
(
float TimeStamp,
float ServerMontageTrackPosition,
FVector ServerLoc,
FVector_NetQuantizeNormal ServerRotation,
float ServerVelZ,
FMovementBaseInterfaceData * ServerMovementBaseInterfaceData,
FName ServerBoneName,
bool bHasBase,
bool bBaseRelativePosition,
uint8 ServerMovementMode
)