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ACharacter::ServerMovePacked

function Engine Since 4.20
#include "GameFramework/Character.h"
Access: public Specifiers: UFUNCTIONunreliableserverWithValidation

Description

Server RPC that transmits packed client movement data from the owning client to the server. This is the current generation move RPC that replaced the older fixed-size ServerMove family.

Caveats & Gotchas

  • Sent unreliably — individual move packets can be dropped. The movement reconciliation system handles gaps via saved moves, so dropped packets do not cause permanent desync, but they do increase correction frequency.
  • Do not call this directly — it is dispatched automatically by UCharacterMovementComponent. Overriding it requires a matching _Implementation and _Validate pair.

Signature

void ServerMovePacked(const FCharacterServerMovePackedBits& PackedBits)

Parameters

Name Type Description Default
PackedBits const FCharacterServerMovePackedBits& Variable-length bitstream containing the serialized client move data.

Return Type

void

Example

Custom movement data in packed bits C++
// Extend packed move data by subclassing FSavedMove_Character
// and overriding GetCompressedFlags() / SetMoveFor() / PrepMoveFor().
// You do NOT call ServerMovePacked directly.
// The movement component serializes your custom data into PackedBits automatically.

Version History

Introduced in: 4.20

Version Status Notes
5.6 stable

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