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UCharacterMovementComponent::GetPredictionData_Client

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

Description

Returns the client-side movement prediction data, allocating it on first use. The result is guaranteed to be an FNetworkPredictionData_Client_Character instance.

Caveats & Gotchas

  • Should not be called unless running as a network client — it exists to satisfy INetworkPredictionInterface, but calling it on a dedicated server allocates client-only bookkeeping data for no reason.
  • Prefer GetPredictionData_Client_Character() when you already know you're in Character movement code — it returns the concrete type directly instead of the base FNetworkPredictionData_Client pointer.
  • The returned object is heap-allocated once and cached on ClientPredictionData; it isn't recreated every call.

Signature

virtual class FNetworkPredictionData_Client* GetPredictionData_Client() const override

Return Type

FNetworkPredictionData_Client*

Example

Accessing via the interface pointer C++
if (GetCharacterMovement()->HasPredictionData_Client())
{
	FNetworkPredictionData_Client* PredictionData = GetCharacterMovement()->GetPredictionData_Client();
	// Use PredictionData for interface-level bookkeeping.
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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