RealDocs

UCharacterMovementComponent::GetPredictionData_Client_Character

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

Description

Returns the concrete Character-specific client prediction data (saved moves, pending move, network smoothing state), allocating it on first use.

Caveats & Gotchas

  • This is the practical entry point for inspecting or extending client-side saved-move data — most custom movement prediction code (e.g. custom FSavedMove_Character subclasses) works through this rather than GetPredictionData_Client().
  • Only meaningful on a network client; calling it on a dedicated server just allocates unused client bookkeeping.
  • The returned pointer is owned by the movement component (cached on ClientPredictionData) — do not delete it yourself.

Signature

class FNetworkPredictionData_Client_Character* GetPredictionData_Client_Character() const

Return Type

FNetworkPredictionData_Client_Character*

Example

Inspecting the current saved move C++
FNetworkPredictionData_Client_Character* ClientData = GetCharacterMovement()->GetPredictionData_Client_Character();
if (ClientData && ClientData->PendingMove.IsValid())
{
	UE_LOG(LogTemp, Verbose, TEXT("Pending move timestamp: %f"), ClientData->PendingMove->TimeStamp);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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