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ACharacter::ClientAdjustPosition_Implementation

function Engine Deprecated Since 4.0
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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