ACharacter::ClientVeryShortAdjustPosition
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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