UCharacterMovementComponent::ForceClientAdjustment
#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();
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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