UCharacterMovementComponent::MoveResponsePacked_ServerSend
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: ENGINE_API
Description
Sends a packed move response from the server to the client, routed through the owning Character to avoid component RPC overhead, eventually reaching MoveResponsePacked_ClientReceive() on the client.
Caveats & Gotchas
- • This is a thin RPC transport wrapper — the actual response contents are built earlier in ServerSendMoveResponse() via ServerFillResponseData().
- • Sent regardless of whether the response represents a correction or a simple good-move acknowledgement; the client inspects the payload to decide which to apply.
Signature
void MoveResponsePacked_ServerSend(const FCharacterMoveResponsePackedBits& PackedBits) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PackedBits | const FCharacterMoveResponsePackedBits& | The serialized correction/acknowledgement bitstream produced by ServerSendMoveResponse(). | — |
Return Type
void Example
Send path (engine-internal) C++
// From ServerSendMoveResponse():
FCharacterMoveResponsePackedBits PackedBits = GetMoveResponseDataContainer().ServerPack();
MoveResponsePacked_ServerSend(PackedBits); See Also
Version History
Introduced in: 4.26
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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