UCharacterMovementComponent::ApplyNetworkMovementMode
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtualENGINE_API
Description
Decodes a packed network movement mode byte and applies it to the character, setting MovementMode, custom mode, and GroundMovementMode in one step.
Caveats & Gotchas
- • Internally calls UnpackNetworkMovementMode() and then applies the result via SetMovementMode() — overriding one without the other can leave decoding and application inconsistent.
- • Applying a mode change here can trigger OnMovementModeChanged(), which may have side effects (e.g. resetting velocity) — this happens as part of normal move replication, not just when you call it manually.
- • Called during move processing on both server and simulated proxies; calling it manually outside that flow can fight with the next replicated update.
Signature
virtual void ApplyNetworkMovementMode(const uint8 ReceivedMode) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ReceivedMode | const uint8 | The packed movement mode byte received over the network, as produced by PackNetworkMovementMode(). | — |
Return Type
void Example
Applying a received mode byte C++
// Typically invoked internally when processing a replicated move, e.g.:
GetCharacterMovement()->ApplyNetworkMovementMode(ReceivedPackedMode);
// Movement mode, custom mode, and ground mode are all updated to match the sender. See Also
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?