ACharacter::ServerMoveOld_Implementation
Deprecated: Use ServerMovePacked_Implementation instead.
#include "GameFramework/Character.h"
Access: public
Description
Server-side body for ServerMoveOld. Forwards the old move to CharacterMovementComponent for reprocessing if it has not been handled yet.
Caveats & Gotchas
- • Deprecated; prefer the packed RPC path for all new work.
- • If the server has already processed and acknowledged this timestamp, the function is a no-op — the timestamp comparison in CharacterMovement prevents double-processing, but there is no explicit return value to indicate this to callers.
Signature
ENGINE_API void ServerMoveOld_Implementation(float OldTimeStamp, FVector_NetQuantize10 OldAccel, uint8 OldMoveFlags) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OldTimeStamp | float | Timestamp of the old move. | — |
| OldAccel | FVector_NetQuantize10 | Acceleration of the old move. | — |
| OldMoveFlags | uint8 | Compressed flags of the old move. | — |
Return Type
void Example
Override with additional logging C++
void AMyCharacter::ServerMoveOld_Implementation(
float OldTimeStamp, FVector_NetQuantize10 OldAccel, uint8 OldMoveFlags)
{
UE_LOG(LogTemp, Verbose, TEXT("ServerMoveOld_Impl ts=%.3f"), OldTimeStamp);
Super::ServerMoveOld_Implementation(OldTimeStamp, OldAccel, OldMoveFlags);
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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