UCharacterMovementComponent::ServerCorrectionRootMotion
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTY(Transient)
Description
Holds the root motion source group received from the server that is used to correct the client's CurrentRootMotion during a network correction.
Caveats & Gotchas
- • Transient and repopulated per-correction; it isn't meaningful to read outside of the correction pipeline.
- • Root motion source IDs in this group are server-relative until reconciled against the client's own IDs via ConvertRootMotionServerIDsToLocalIDs().
- • Only populated when the client is correcting an authoritative root motion state, which is uncommon outside of root-motion-driven abilities.
Signature
UPROPERTY(Transient)
FRootMotionSourceGroup ServerCorrectionRootMotion; Example
Inspect during a client correction override C++
void UMyCharacterMovementComponent::ClientAdjustRootMotionSourcePosition_Implementation(float TimeStamp, FRootMotionSourceGroup ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, UPrimitiveComponent* ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode)
{
ServerCorrectionRootMotion = ServerRootMotion;
Super::ClientAdjustRootMotionSourcePosition_Implementation(TimeStamp, ServerRootMotion, bHasAnimRootMotion, ServerMontageTrackPosition, ServerLoc, ServerRotation, ServerVelZ, ServerBase, ServerBoneName, bHasBase, bBaseRelativePosition, ServerMovementMode);
} See Also
Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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