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UCharacterMovementComponent::HasPredictionData_Client

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

Description

Returns true if client-side movement prediction data has already been allocated for this component.

Caveats & Gotchas

  • Checking this before calling GetPredictionData_Client_Character() lets you avoid triggering the lazy allocation when you only want to know whether prediction has been set up yet.
  • Returns false on a dedicated server, since client prediction data is never allocated there under normal conditions.
  • This reflects whether the data has been allocated at least once, not whether the character is currently locally controlled.

Signature

virtual bool HasPredictionData_Client() const override

Return Type

bool

Example

Guarding access without forcing allocation C++
UCharacterMovementComponent* MoveComp = GetCharacterMovement();
if (MoveComp->HasPredictionData_Client())
{
	FNetworkPredictionData_Client_Character* ClientData = MoveComp->GetPredictionData_Client_Character();
	// Safe to inspect ClientData here.
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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