ACharacter::GetReplicatedMovementMode
#include "GameFramework/Character.h"
Access: public
Specifiers: inlineconst
Description
Returns the packed movement mode replicated to simulated proxies. Use UCharacterMovementComponent::UnpackNetworkMovementMode() to decode the raw byte into EMovementMode and custom mode.
Caveats & Gotchas
- • The raw uint8 is not directly comparable to EMovementMode values — it encodes both the movement mode and custom mode into a single byte. Always call UnpackNetworkMovementMode() before interpreting it.
- • On simulated proxies this may lag one tick behind the server's actual mode; transitions like landing or starting to fall can appear a frame late.
- • On the server and autonomous proxy, this reflects the most recently replicated value, which may differ from the live mode in CharacterMovementComponent until the next GatherCurrentMovement call.
Signature
inline uint8 GetReplicatedMovementMode() const { return ReplicatedMovementMode; } Return Type
uint8 Example
Decode movement mode on a simulated proxy C++
uint8 PackedMode = SomeCharacter->GetReplicatedMovementMode();
EMovementMode Mode;
uint8 CustomMode;
UCharacterMovementComponent::UnpackNetworkMovementMode(PackedMode, Mode, CustomMode);
if (Mode == MOVE_Falling)
{
// Character is airborne according to last replication
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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