ACharacter::GatherCurrentMovement
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualoverride
Description
Fills the replicated movement struct (`ReplicatedMovement`) with the Character's current location, rotation, velocity, and base information before it is sent to clients. ACharacter extends the base AActor implementation to include Character-specific fields like `ReplicatedBasedMovement`.
Caveats & Gotchas
- • Called automatically by the engine replication system; do not call it manually unless you are re-implementing the network tick.
- • If you override this to suppress certain fields, simulated proxies may de-sync — ensure all fields required by `UCharacterMovementComponent::SmoothClientPosition` are still populated.
Signature
ENGINE_API virtual void GatherCurrentMovement() override; Return Type
void Example
Extend to include a custom replicated movement field C++
void AMyCharacter::GatherCurrentMovement()
{
Super::GatherCurrentMovement();
// Append extra data to a custom replicated struct alongside the base movement
ReplicatedCustomMovement.CustomSpeed = GetVelocity().Size();
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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