UCharacterMovementComponent::ClientVeryShortAdjustPosition
Deprecated: ClientVeryShortAdjustPosition() 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: virtualUFUNCTIONClientReliable
Description
Bandwidth-saving variant of the legacy ClientAdjustPosition RPC used when the server's corrected velocity is zero, so only position needs to be sent over the wire.
Caveats & Gotchas
- • Deprecated since 4.26 in favor of the packed move-response path; only compiled into an active code path with SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1 and p.NetUsePackedMovementRPCs=0.
- • Omits the velocity parameter entirely and assumes zero — the server picks this RPC over ClientAdjustPosition specifically when that assumption holds, so don't substitute it for general corrections.
- • This is a stub that forwards to ClientVeryShortAdjustPosition_Implementation for the actual correction logic.
Signature
virtual void ClientVeryShortAdjustPosition(float TimeStamp, FVector NewLoc, UPrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| TimeStamp | float | Client timestamp of the move being corrected. | — |
| NewLoc | FVector | Authoritative server location. | — |
| NewBase | UPrimitiveComponent* | Server's movement base at the time of correction, if any. | — |
| NewBaseBoneName | FName | Bone name on the server's movement base, if a skeletal mesh. | — |
| bHasBase | bool | Whether the server considers the character based on something. | — |
| bBaseRelativePosition | bool | Whether NewLoc is relative to the base rather than world space. | — |
| ServerMovementMode | uint8 | Packed server movement mode to apply during the correction. | — |
Return Type
void Example
Legacy zero-velocity correction RPC signature C++
// Sent by the server instead of ClientAdjustPosition() when the corrected velocity is zero.
virtual void ClientVeryShortAdjustPosition(float TimeStamp, FVector NewLoc,
UPrimitiveComponent* NewBase, FName NewBaseBoneName,
bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode); See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | deprecated | Deprecated since 4.26 in favor of packed movement RPCs. |
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