ACharacter::ClientMoveResponsePacked_Implementation
#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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