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UCharacterMovementComponent::FlushServerMoves

function Engine Since unknown
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: virtualENGINE_API

Description

Immediately sends any pending client moves to the server rather than waiting for the normal send interval, forcing an out-of-band network update.

Caveats & Gotchas

  • Bypasses the bandwidth-conserving delay logic in CanDelaySendingMove()/GetClientNetSendDeltaTime() for whatever moves are currently pending — overusing it defeats the purpose of that throttling.
  • Has no effect on a client that isn't locally controlled, or on a server (there are no pending client-to-server moves to flush there).
  • Not exposed to Blueprint; intended for engine or plugin code that needs a move to reach the server immediately, e.g. right before a level transition.

Signature

virtual void FlushServerMoves()

Return Type

void

Example

Force pending moves to send before a network-sensitive event C++
if (CharacterMovementComponent->PawnOwner && CharacterMovementComponent->PawnOwner->IsLocallyControlled())
{
    CharacterMovementComponent->FlushServerMoves();
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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