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UCharacterMovementComponent::ClientAckGoodMove_Implementation

function Engine Since 4.26
#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);
}

Version History

Introduced in: 4.26

Version Status Notes
5.6 stable

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