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UCharacterMovementComponent::GetPredictionData_Server

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

Description

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

Caveats & Gotchas

  • Should not be called unless running as a server — calling it on a client allocates server-only bookkeeping data that will never be used.
  • Prefer GetPredictionData_Server_Character() when you already know you're in Character movement code — it returns the concrete type directly instead of the base FNetworkPredictionData_Server pointer.
  • The returned object is heap-allocated once and cached on ServerPredictionData for the lifetime of the component.

Signature

virtual class FNetworkPredictionData_Server* GetPredictionData_Server() const override

Return Type

FNetworkPredictionData_Server*

Example

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

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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