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UCharacterMovementComponent::ForceClientAdjustment

function Engine Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public

Description

Forces the server to send the next available client a movement correction by resetting ServerLastClientAdjustmentTime, bypassing the normal minimum-interval throttling between adjustments.

Caveats & Gotchas

  • Server-only — ServerLastClientAdjustmentTime is server-side prediction bookkeeping, so this has no effect when called on a client.
  • Only resets the timing throttle; it doesn't force an adjustment to be sent outright the way ForceReplicationUpdate() forces a check — ServerMoveHandleClientError() still has to run and decide a correction is warranted.
  • Overusing this defeats the purpose of NetworkMinTimeBetweenClientAdjustments, which exists to limit correction bandwidth — reserve it for cases where an immediate correction genuinely matters (e.g. after a forced move).

Signature

void ForceClientAdjustment()

Return Type

void

Example

Immediately correcting after an authoritative move C++
if (HasAuthority())
{
	GetCharacterMovement()->ForceClientAdjustment();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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