ACharacter::ServerMovePacked
#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. See Also
Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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