UCharacterMovementComponent::ClientAckGoodMove
Deprecated: ClientAckGoodMove() is deprecated, use ClientHandleMoveResponse() instead, or define SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1 in the project and set CVar p.NetUsePackedMovementRPCs=0 to use the old code path.
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtualENGINE_API
Description
Legacy replicated function that tells the client no adjustment is needed for a given move, so it can be removed from SavedMoves.
Caveats & Gotchas
- • Deprecated since UE 4.26 in favor of ClientHandleMoveResponse(), which handles both acknowledgement and correction through a single packed RPC.
- • Only reachable when the deprecated legacy RPC path is active (SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1 and p.NetUsePackedMovementRPCs=0).
- • Distinct from ClientAckGoodMove_Implementation(), which is the modern packed-RPC handler still in active use — don't confuse the two.
Signature
virtual void ClientAckGoodMove(float TimeStamp) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| TimeStamp | float | The timestamp of the move being acknowledged as good. | — |
Return Type
void Example
Legacy RPC declaration (engine-internal, deprecated path) C++
// Only relevant with SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1 and p.NetUsePackedMovementRPCs=0:
CharacterOwner->ClientAckGoodMove(TimeStamp); See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | deprecated | Deprecated since 4.26 in favor of ClientHandleMoveResponse. |
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