UCharacterMovementComponent::MoveResponsePacked_ClientReceive
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: ENGINE_API
Description
On the client, unpacks a packed move response from the server into the MoveResponseDataContainer and passes it to ClientHandleMoveResponse().
Caveats & Gotchas
- • Uses whatever container was set via SetMoveResponseDataContainer(); a mismatched custom Serialize() between client and server will desync the response.
- • This is the client-side counterpart to MoveResponsePacked_ServerSend() and is invoked from ACharacter's RPC implementation, not called directly.
Signature
void MoveResponsePacked_ClientReceive(const FCharacterMoveResponsePackedBits& PackedBits) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PackedBits | const FCharacterMoveResponsePackedBits& | The bitstream received from the server's move response RPC. | — |
Return Type
void Example
Client receive path (engine-internal) C++
// Invoked from ACharacter::ClientMoveResponsePacked_Implementation():
CharacterMovement->MoveResponsePacked_ClientReceive(PackedBits); See Also
Version History
Introduced in: 4.26
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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