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ACharacter::ServerMoveNoBase_Implementation

function Engine Deprecated Since 4.0
Deprecated: Use ServerMovePacked_Implementation instead.
#include "GameFramework/Character.h"
Access: public

Description

Server-side implementation body for ServerMoveNoBase. Forwards the move to CharacterMovementComponent::ServerMove_Implementation with null base parameters.

Caveats & Gotchas

  • Deprecated alongside ServerMoveNoBase; this implementation body is also superseded by the packed RPC path. Override only if maintaining a legacy movement system.
  • Passes null for both ClientMovementBase and ClientBaseBoneName to CharacterMovement, meaning any base attachment state implied by the client is discarded — only use when the character is confirmed to have no base.

Signature

ENGINE_API void ServerMoveNoBase_Implementation(float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, uint8 ClientMovementMode)

Parameters

Name Type Description Default
TimeStamp float Client timestamp for this move.
InAccel FVector_NetQuantize10 Client acceleration vector.
ClientLoc FVector_NetQuantize100 Client location at end of move.
CompressedMoveFlags uint8 Compressed movement flags.
ClientRoll uint8 Client roll encoded as a byte.
View uint32 Client view direction.
ClientMovementMode uint8 Client movement mode.

Return Type

void

Example

Override to inject server-side move logging C++
void AMyCharacter::ServerMoveNoBase_Implementation(
    float TimeStamp, FVector_NetQuantize10 InAccel,
    FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags,
    uint8 ClientRoll, uint32 View, uint8 ClientMovementMode)
{
    UE_LOG(LogTemp, Verbose, TEXT("ServerMoveNoBase ts=%.3f"), TimeStamp);
    Super::ServerMoveNoBase_Implementation(
        TimeStamp, InAccel, ClientLoc, CompressedMoveFlags,
        ClientRoll, View, ClientMovementMode);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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