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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UCharacterMovementComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClientVeryShortAdjustPosition_Implementation
(
float TimeStamp, |
GameFramework/CharacterMovementComponent.h | ||
virtual void ClientVeryShortAdjustPosition_Implementation
(
float TimeStamp, |
Bandwidth saving version, when velocity is zeroed | GameFramework/CharacterMovementComponent.h |
ClientVeryShortAdjustPosition_Implementation(float, FVector, UPrimitiveComponent *, FName, bool, bool, uint8)
| Name | ClientVeryShortAdjustPosition_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 ClientVeryShortAdjustPosition_Implementation
(
float TimeStamp,
FVector NewLoc,
UPrimitiveComponent * NewBase,
FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
uint8 ServerMovementMode
)
ClientVeryShortAdjustPosition_Implementation(float, FVector, FMovementBaseInterfaceData *, FName, bool, bool, uint8)
Description
Bandwidth saving version, when velocity is zeroed
| Name | ClientVeryShortAdjustPosition_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 ClientVeryShortAdjustPosition_Implementation
(
float TimeStamp,
FVector NewLoc,
FMovementBaseInterfaceData * NewMovementBaseInterfaceData,
FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
uint8 ServerMovementMode
)