ACharacter::ClientAckGoodMove
Deprecated: Use ClientMoveResponsePacked instead.
#include "GameFramework/Character.h"
Access: public
Specifiers: UFUNCTIONunreliableclient
Description
Sent by the server to the owning client to acknowledge that a specific move was accepted without correction. Allows the client to discard the corresponding saved move from its replay buffer.
Caveats & Gotchas
- • Deprecated in favour of ClientMoveResponsePacked. The packed response path bundles acks and corrections into a single RPC, reducing the number of server-to-client messages.
- • Because this is an unreliable RPC, the ack can be dropped. The client only discards saved moves when it receives an ack or correction; a dropped ack means the client retains extra moves in its buffer until the next correction arrives.
- • Only the owning client receives this RPC — simulated proxies and the server itself do not.
Signature
ENGINE_API void ClientAckGoodMove(float TimeStamp) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| TimeStamp | float | Timestamp of the acknowledged move. | — |
Return Type
void Example
Override to clear custom predicted state on ack C++
void AMyCharacter::ClientAckGoodMove_Implementation(float TimeStamp)
{
Super::ClientAckGoodMove_Implementation(TimeStamp);
// Safe to discard any client-side predicted state associated with this timestamp
MyPredictedState.AcknowledgeUpTo(TimeStamp);
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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