RealDocs

UCharacterMovementComponent::GetPredictionData_Server_Character

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

Description

Returns the concrete Character-specific server prediction data (last acknowledged move, force-update flags, error-checking state), allocating it on first use.

Caveats & Gotchas

  • This is the practical entry point for server-side move validation code — ServerMoveHandleClientError() and related overrides typically go through this instead of GetPredictionData_Server().
  • Only meaningful on the server; calling it on a client just allocates unused server bookkeeping.
  • bForceClientUpdate on the returned struct is one of the two conditions SendClientAdjustment() checks before sending a correction — setting it directly is a common way to force a correction outside of ForceClientAdjustment().

Signature

class FNetworkPredictionData_Server_Character* GetPredictionData_Server_Character() const

Return Type

FNetworkPredictionData_Server_Character*

Example

Forcing a correction via the server prediction data C++
FNetworkPredictionData_Server_Character* ServerData = GetCharacterMovement()->GetPredictionData_Server_Character();
if (ServerData)
{
	ServerData->bForceClientUpdate = true;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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