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ACharacter::ClientMoveResponsePacked_Implementation

function Engine Since 4.20
#include "GameFramework/Character.h"
Access: public

Description

Client-side implementation body for the ClientMoveResponsePacked RPC. Deserializes the response and forwards it to UCharacterMovementComponent to apply acks or position corrections.

Caveats & Gotchas

  • ACharacter's implementation passes the data directly to UCharacterMovementComponent — override that component's ClientMoveResponsePacked_Implementation if you need to process custom correction fields.
  • Calling Super is mandatory; skipping it means the client never acknowledges or applies any server corrections, causing the client to resimulate every move indefinitely.

Signature

void ClientMoveResponsePacked_Implementation(const FCharacterMoveResponsePackedBits& PackedBits)

Parameters

Name Type Description Default
PackedBits const FCharacterMoveResponsePackedBits& The packed response bitstream received from the server.

Return Type

void

Example

Hook into correction handling C++
// In UMyCharacterMovementComponent:
void UMyCharacterMovementComponent::ClientMoveResponsePacked_Implementation(
    const FCharacterMoveResponsePackedBits& PackedBits)
{
    Super::ClientMoveResponsePacked_Implementation(PackedBits);
    // Post-correction hook: correction has been applied at this point
    OnCorrectionApplied.Broadcast();
}

Version History

Introduced in: 4.20

Version Status Notes
5.6 stable

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