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ACharacter::ClientRootMotionParams

property Engine Since 4.14
#include "GameFramework/Character.h"
Access: public Specifiers: UPROPERTYTransient

Description

Stores root motion parameters for the locally-controlled autonomous proxy. During PerformMovement(), root motion is saved here before being recorded into SavedMoves for later playback during move correction.

Caveats & Gotchas

  • This is marked Transient — it is not serialized or replicated. Its value is only valid during the CharacterMovementComponent's move execution window on the owning client.
  • Do not read this outside of a PerformMovement or SavedMove playback context. Its contents are stale between frames and between server corrections.

Signature

FRootMotionMovementParams ClientRootMotionParams;

Example

Accessing client root motion params in a custom movement component C++
// Inside a custom CharacterMovementComponent subclass:
void UMyMovementComponent::PerformMovement(float DeltaTime)
{
	Super::PerformMovement(DeltaTime);
	// After Super, ClientRootMotionParams on the owning character has been populated
	FRootMotionMovementParams& Params = CharacterOwner->ClientRootMotionParams;
	if (Params.bHasRootMotion)
	{
		// Custom handling...
	}
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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