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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UCharacterMovementComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ServerShouldUseAuthoritativePosition
(
float ClientTimeStamp, |
GameFramework/CharacterMovementComponent.h | ||
virtual bool ServerShouldUseAuthoritativePosition
(
float ClientTimeStamp, |
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. | GameFramework/CharacterMovementComponent.h |
ServerShouldUseAuthoritativePosition(float, float, const FVector &, const FVector &, const FVector &, UPrimitiveComponent *, FName, uint8)
| Name | ServerShouldUseAuthoritativePosition |
| 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 ServerShouldUseAuthoritativePosition
(
float ClientTimeStamp,
float DeltaTime,
const FVector & Accel,
const FVector & ClientWorldLocation,
const FVector & RelativeClientLocation,
UPrimitiveComponent * ClientMovementBase,
FName ClientBaseBoneName,
uint8 ClientMovementMode
)
ServerShouldUseAuthoritativePosition(float, float, const FVector &, const FVector &, const FVector &, FMovementBaseInterfaceData *, FName, uint8)
Description
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.
| Name | ServerShouldUseAuthoritativePosition |
| 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 ServerShouldUseAuthoritativePosition
(
float ClientTimeStamp,
float DeltaTime,
const FVector & Accel,
const FVector & ClientWorldLocation,
const FVector & RelativeClientLocation,
FMovementBaseInterfaceData * ClientMovementBaseInterfaceData,
FName ClientBaseBoneName,
uint8 ClientMovementMode
)