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UCharacterMovementComponent::MoveResponsePacked_ServerSend

function Engine Since 4.26
#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);

Version History

Introduced in: 4.26

Version Status Notes
5.6 stable

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