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UCharacterMovementComponent::HasPredictionData_Server

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

Description

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

Caveats & Gotchas

  • Checking this before calling GetPredictionData_Server_Character() lets you avoid triggering the lazy allocation when you only want to know whether prediction has been set up yet.
  • Returns false on clients, since server prediction data is never allocated there under normal conditions.
  • SendClientAdjustment() itself guards on this — if it's false, there's no bForceClientUpdate flag or last-acknowledged-move data to check, so no correction can be sent.

Signature

virtual bool HasPredictionData_Server() const override

Return Type

bool

Example

Guarding server-only correction logic C++
UCharacterMovementComponent* MoveComp = GetCharacterMovement();
if (HasAuthority() && MoveComp->HasPredictionData_Server())
{
	FNetworkPredictionData_Server_Character* ServerData = MoveComp->GetPredictionData_Server_Character();
	// Safe to inspect ServerData here.
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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