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ACharacter::ClientVeryShortAdjustPosition

function Engine Deprecated Since 4.0
Deprecated: Use ClientMoveResponsePacked() instead.
#include "GameFramework/Character.h"
Access: public Specifiers: UFUNCTIONdeprecated

Description

Bandwidth-saving variant of ClientAdjustPosition that omits velocity, used when the server correction has zero velocity. Replaced by ClientMoveResponsePacked() since UE 4.26.

Caveats & Gotchas

  • Deprecated since 4.26. The packed response RPC subsumes this optimisation automatically.
  • Omitting velocity means the client will use its locally predicted velocity after applying the position correction; in most cases this is fine, but if the server-side velocity differs (e.g., an impulse was applied server-only), further corrections may follow.

Signature

void ClientVeryShortAdjustPosition(float TimeStamp, FVector NewLoc, UPrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode)

Parameters

Name Type Description Default
TimeStamp float Timestamp of the corrected move.
NewLoc FVector Corrected world location.
NewBase UPrimitiveComponent* Movement base component.
NewBaseBoneName FName Bone name on the base.
bHasBase bool Whether character has a base.
bBaseRelativePosition bool Whether location is relative to base.
ServerMovementMode uint8 Server movement mode.

Return Type

void

Example

Engine-internal — sent automatically when velocity is zeroed C++
// The server selects between ClientAdjustPosition and ClientVeryShortAdjustPosition
// based on whether velocity needs correction. Both are replaced by
// ClientMoveResponsePacked in UE 4.26+.

Version History

Introduced in: 4.0

Version Status Notes
5.6 deprecated
4.26 deprecated Replaced by ClientMoveResponsePacked.

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