ACharacter::ClientAdjustPosition_Implementation
Deprecated: Use ClientMoveResponsePacked_Implementation() instead.
#include "GameFramework/Character.h"
Access: public
Specifiers: deprecated
Description
Client-side body of the deprecated ClientAdjustPosition RPC. Applies the server's position correction to the local character and triggers move replay from the corrected state.
Caveats & Gotchas
- • Deprecated since 4.26. Do not override in game code; to customise how corrections are applied, override ClientAdjustPosition_Implementation in a UCharacterMovementComponent subclass instead.
- • After applying the correction this function triggers a full replay of all saved moves from the corrected timestamp — replay is expensive if many moves are pending; minimise prediction divergence to avoid frequent corrections.
Signature
void ClientAdjustPosition_Implementation(float TimeStamp, FVector NewLoc, FVector NewVel, UPrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| TimeStamp | float | Timestamp of the corrected move. | — |
| NewLoc | FVector | Corrected location. | — |
| NewVel | FVector | Corrected velocity. | — |
| NewBase | UPrimitiveComponent* | Movement base. | — |
| NewBaseBoneName | FName | Base bone name. | — |
| bHasBase | bool | Has movement base. | — |
| bBaseRelativePosition | bool | Position relative to base. | — |
| ServerMovementMode | uint8 | Server movement mode. | — |
Return Type
void Example
Engine-internal — do not call or override in ACharacter C++
// Position correction logic lives in UCharacterMovementComponent.
// If you need custom correction behaviour, subclass UCharacterMovementComponent
// and override ClientAdjustPosition() there. Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | deprecated | — |
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