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ACharacter::GetReplicatedBasedMovement

function Engine Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: inlineconst

Description

Returns the replicated based-movement info received from the server. Read-only on simulated proxies; do not modify the returned reference.

Caveats & Gotchas

  • The returned reference points to the replicated copy of based movement, not the local authoritative BasedMovement — these can differ transiently between replication updates.
  • On simulated proxies, this is updated via OnRep_ReplicatedBasedMovement; between rep-notifies the data may be one or more frames stale.
  • The MovementBase pointer inside FBasedMovementInfo can be null if the character is not standing on a dynamic base; always null-check before use.

Signature

inline const FBasedMovementInfo& GetReplicatedBasedMovement() const { return ReplicatedBasedMovement; }

Return Type

const FBasedMovementInfo&

Example

Read base info on a simulated proxy C++
const FBasedMovementInfo& BasedInfo = SomeCharacter->GetReplicatedBasedMovement();
if (UPrimitiveComponent* Base = BasedInfo.MovementBase)
{
    FVector BaseVelocity = Base->GetPhysicsLinearVelocity();
    // e.g. adjust prediction by base velocity
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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