RealDocs

ACharacter::ClientMoveResponsePacked_Validate

function Engine Since 4.20
#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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