UCharacterMovementComponent::ClientAckGoodMove_Implementation
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtualENGINE_API
Description
Called on the client when the server's move response indicates no correction was needed, so the acknowledged move can be removed from the pending SavedMoves list.
Caveats & Gotchas
- • Dispatched from ClientHandleMoveResponse() rather than called directly — it's the 'no error' branch of the response handling.
- • If the timestamp doesn't match any saved move (e.g. due to a prior reset), the acknowledgement is effectively a no-op for that move.
- • Overriding this without calling the base implementation will leave stale moves in SavedMoves, which grows unbounded memory usage over time.
Signature
virtual void ClientAckGoodMove_Implementation(float TimeStamp) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| TimeStamp | float | The timestamp of the acknowledged move, matched against entries in the client's SavedMoves list. | — |
Return Type
void Example
Override to add debug tracking C++
void UMyCharacterMovementComponent::ClientAckGoodMove_Implementation(float TimeStamp)
{
Super::ClientAckGoodMove_Implementation(TimeStamp);
UE_LOG(LogTemp, Verbose, TEXT("Move %f acknowledged as good"), TimeStamp);
} See Also
Version History
Introduced in: 4.26
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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