ACharacter::ServerMovePacked_Validate
#include "GameFramework/Character.h"
Access: public
Description
Validation function for the ServerMovePacked RPC. Returns true if the incoming data is acceptable; returning false kicks the client from the session.
Caveats & Gotchas
- • The default implementation returns true unconditionally. Override this to add anti-cheat checks against the packed data, but keep validation lightweight — it runs every movement update.
- • Returning false from a _Validate function does not crash the server; it invokes UNetDriver's anti-cheat handler and disconnects the client.
Signature
bool ServerMovePacked_Validate(const FCharacterServerMovePackedBits& PackedBits) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PackedBits | const FCharacterServerMovePackedBits& | The packed move bitstream to validate. | — |
Return Type
bool Example
Basic payload size validation C++
bool AMyCharacter::ServerMovePacked_Validate(const FCharacterServerMovePackedBits& PackedBits)
{
// Reject suspiciously large payloads
if (PackedBits.DataBits.Num() > 1024)
{
return false;
}
return true;
} Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?