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ACharacter::ClientVeryShortAdjustPosition_Implementation

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

Description

Client-side body of the deprecated ClientVeryShortAdjustPosition RPC. Applies the zero-velocity position correction and triggers move replay. Part of the legacy pre-4.26 replication path.

Caveats & Gotchas

  • Deprecated since 4.26. Do not override; customise correction behaviour in UCharacterMovementComponent instead.
  • Like its non-short counterpart, this triggers a full move replay from the corrected timestamp — any custom move data in saved moves must be properly serialised and replayed for correct results.

Signature

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

Parameters

Name Type Description Default
TimeStamp float Timestamp of corrected move.
NewLoc FVector Corrected location.
NewBase UPrimitiveComponent* Movement base.
NewBaseBoneName FName Base bone name.
bHasBase bool Has movement base.
bBaseRelativePosition bool Position relative to base.
ServerMovementMode uint8 Server movement mode.

Return Type

void

Example

Engine-internal — delegate to CharacterMovementComponent C++
// Implementation delegates to CharacterMovementComponent->ClientAdjustPosition().
// Do not override here; subclass UCharacterMovementComponent for custom correction logic.

Version History

Introduced in: 4.0

Version Status Notes
5.6 deprecated

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