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UCharacterMovementComponent::ResetPredictionData_Server

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

Description

Discards the server-side prediction data (FNetworkPredictionData_Server_Character), forcing it to be reallocated on next use. Only meaningful when this component's owner has authority.

Caveats & Gotchas

  • Calling this on a client has no effect since server prediction data is only allocated on the authority.
  • Discards accumulated server move history, so any in-flight client moves that were being tracked for correction/error-checking are lost.
  • Rarely needs to be called directly from game code; it exists mainly as a hook for custom movement components that manage their own server data lifecycle.

Signature

virtual void ResetPredictionData_Server() override

Return Type

void

Example

Force reallocation of server prediction data C++
if (GetOwner()->HasAuthority())
{
    CharacterMovementComponent->ResetPredictionData_Server();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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