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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UCharacterMovementComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ServerExceedsAllowablePositionError
(
float ClientTimeStamp, |
GameFramework/CharacterMovementComponent.h | ||
virtual bool ServerExceedsAllowablePositionError
(
float ClientTimeStamp, |
Check position error within ServerCheckClientError(). | GameFramework/CharacterMovementComponent.h |
ServerExceedsAllowablePositionError(float, float, const FVector &, const FVector &, const FVector &, UPrimitiveComponent *, FName, uint8)
| Name | ServerExceedsAllowablePositionError |
| 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 bool ServerExceedsAllowablePositionError
(
float ClientTimeStamp,
float DeltaTime,
const FVector & Accel,
const FVector & ClientWorldLocation,
const FVector & RelativeClientLocation,
UPrimitiveComponent * ClientMovementBase,
FName ClientBaseBoneName,
uint8 ClientMovementMode
)
ServerExceedsAllowablePositionError(float, float, const FVector &, const FVector &, const FVector &, FMovementBaseInterfaceData *, FName, uint8)
Description
Check position error within ServerCheckClientError(). Set bNetworkLargeClientCorrection to true if the correction should be prioritized (delayed less in SendClientAdjustment).
| Name | ServerExceedsAllowablePositionError |
| 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 bool ServerExceedsAllowablePositionError
(
float ClientTimeStamp,
float DeltaTime,
const FVector & Accel,
const FVector & ClientWorldLocation,
const FVector & RelativeClientLocation,
FMovementBaseInterfaceData * ClientMovementBaseInterfaceData,
FName ClientBaseBoneName,
uint8 ClientMovementMode
)