ACharacter::ClientMoveResponsePacked_Validate
#include "GameFramework/Character.h"
Access: public
Description
Validation function for the ClientMoveResponsePacked RPC. Called on the client before the implementation runs; returning false disconnects the client from the session.
Caveats & Gotchas
- • Client RPCs are validated on the calling machine — for client RPCs this means the validation runs on the client, not the server. It is still useful as a sanity-check against malformed server data.
- • The default implementation returns true unconditionally. In practice, client RPC validation is rarely overridden because the data originates from the trusted server, not the untrusted client.
Signature
bool ClientMoveResponsePacked_Validate(const FCharacterMoveResponsePackedBits& PackedBits) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PackedBits | const FCharacterMoveResponsePackedBits& | The packed response bitstream to validate. | — |
Return Type
bool Example
Default pass-through C++
// The engine-generated stub looks like:
bool ACharacter::ClientMoveResponsePacked_Validate(
const FCharacterMoveResponsePackedBits& PackedBits)
{
return true; // Default: accept all server responses
} Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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