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UCharacterMovementComponent::ResetPredictionData_Client

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

Description

Frees the allocated client-side movement prediction data (saved moves, pending move, smoothing state) and clears ClientPredictionData back to null.

Caveats & Gotchas

  • After calling this, HasPredictionData_Client() returns false again and the next GetPredictionData_Client_Character() call reallocates fresh data — any unacknowledged saved moves in flight are discarded.
  • There is a parallel ResetPredictionData_Server() for the server side; resetting one side does not reset the other.
  • Not commonly called directly in gameplay code — mainly relevant when tearing down or re-initializing prediction state, such as during possession changes.

Signature

virtual void ResetPredictionData_Client() override

Return Type

void

Example

Clearing stale prediction state after re-possession C++
void AMyCharacter::OnRep_Controller()
{
	Super::OnRep_Controller();
	if (IsLocallyControlled())
	{
		GetCharacterMovement()->ResetPredictionData_Client();
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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