UCharacterMovementComponent::GetServerLastTransformUpdateTimeStamp
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: inlineconst
Description
Returns the timestamp of the last transform update the server received or sent for this character's movement.
Caveats & Gotchas
- • Value is meaningless on a standalone game with no networking — it only gets set as part of the client/server move-and-correction pipeline.
- • On the server this reflects the timestamp reported by the client's last move; on a client it reflects the last correction received, so the same accessor means different things depending on NetRole.
- • Not Blueprint-exposed — this is a low-level networking accessor intended for custom movement/prediction code, not gameplay logic.
Signature
inline float GetServerLastTransformUpdateTimeStamp() const { return ServerLastTransformUpdateTimeStamp; } Return Type
float Example
Comparing move timestamps in a custom prediction system C++
void UMyCharacterMovementComponent::LogTimestampDrift()
{
const float LastUpdate = GetServerLastTransformUpdateTimeStamp();
UE_LOG(LogTemp, Verbose, TEXT("Last transform update timestamp: %f"), LastUpdate);
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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