UCharacterMovementComponent::ClientVeryShortAdjustPosition_Implementation
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtual
Description
Implementation body for the legacy ClientVeryShortAdjustPosition RPC, applying a bandwidth-saving position-only correction (velocity assumed zero) to the local client.
Caveats & Gotchas
- • Part of the legacy, non-packed movement RPC path — engines with the default packed movement RPCs enabled (p.NetUsePackedMovementRPCs=1) route corrections through ClientHandleMoveResponse() instead, so this is rarely invoked in modern projects.
- • Only reached when the ClientVeryShortAdjustPosition RPC actually fires, which itself is deprecated in favor of the packed move-response path.
- • Unlike ClientAdjustPosition_Implementation, this variant does not include a velocity parameter — velocity is assumed to be zero after the correction.
Signature
virtual void ClientVeryShortAdjustPosition_Implementation(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 it's 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 RPC dispatch (engine-internal) C++
// Called on the client in response to the deprecated ClientVeryShortAdjustPosition RPC.
// Not intended to be called directly from game code.
void UCharacterMovementComponent::ClientVeryShortAdjustPosition_Implementation(
float TimeStamp, FVector NewLoc, UPrimitiveComponent* NewBase,
FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode)
{
// Applies NewLoc as an authoritative correction with zero velocity.
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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