ACharacter::ClientVeryShortAdjustPosition_Implementation
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 | — |
Feedback
Was this helpful?