UCharacterMovementComponent::SendClientAdjustment
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtualoverride
Description
Server-side hook from INetworkPredictionInterface that dispatches a pending correction to the owning client if GetPredictionData_Server_Character()->bForceClientUpdate or ServerCheckClientError() indicate one is needed.
Caveats & Gotchas
- • Part of the INetworkPredictionInterface server hook chain — it's called automatically from the movement replication pipeline, not something you typically call directly.
- • Requires valid server prediction data; if HasPredictionData_Server() is false there is nothing to send, since the function relies on state tracked there.
- • Only sends a correction when needed — calling it does not unconditionally push a correction to the client the way it might sound.
Signature
virtual void SendClientAdjustment() override Return Type
void Example
Overriding to log corrections C++
void UMyCharacterMovementComponent::SendClientAdjustment()
{
if (HasPredictionData_Server() && GetPredictionData_Server_Character()->bForceClientUpdate)
{
UE_LOG(LogTemp, Verbose, TEXT("Sending forced client adjustment for %s"), *GetNameSafe(CharacterOwner));
}
Super::SendClientAdjustment();
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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