UCharacterMovementComponent::GetLastServerMovementBase
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Description
Returns the movement base the character was standing on as of the last processed server move. Only relevant during server-side movement update and correction processing.
Caveats & Gotchas
- • Only useful during server movement replication and correction — it reflects LastServerMovementBase, which is written when the server acknowledges a client's ServerMove(), not the character's currently cached MovementBase.
- • On a client, or before any server move has been processed, this typically returns null or a stale value since LastServerMovementBase is only updated by server-side move-acknowledgment code.
Signature
UPrimitiveComponent* GetLastServerMovementBase() const { return LastServerMovementBase.Get(); } Return Type
UPrimitiveComponent* Example
Detect a base lift-off on the server C++
if (!MovementBase && GetLastServerMovementBase())
{
// The character was on a base last tick but isn't now - treat as lift-off.
HandleBaseLiftOff();
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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