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UCharacterMovementComponent::ServerMoveDual

function Engine Deprecated Since 4.0
Deprecated: ServerMoveDual() is deprecated, use ServerMovePacked_ClientSend() instead, or define SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1 in the project and set CVar p.NetUsePackedMovementRPCs=0 to use the old code path.
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: virtualUFUNCTIONServerUnreliableWithValidation

Description

Legacy server RPC that batches two consecutive client moves into a single call, used when a pending move couldn't be sent on its own tick and needs to piggyback on the next one.

Caveats & Gotchas

  • Deprecated since 4.26 alongside the rest of the non-packed RPC family; only compiled into an active path with SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1 and p.NetUsePackedMovementRPCs=0.
  • The '0'-suffixed parameters (TimeStamp0, InAccel0, PendingFlags, View0) describe the earlier pending move; the unsuffixed parameters describe the current move — mixing them up silently corrupts replay ordering.
  • Chosen automatically by CallServerMove() when there's a queued PendingMove; game code should never call this directly.

Signature

virtual void ServerMoveDual(float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, UPrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, uint8 ClientMovementMode)

Parameters

Name Type Description Default
TimeStamp0 float Client timestamp for the first (pending) move.
InAccel0 FVector_NetQuantize10 Compressed acceleration for the first move.
PendingFlags uint8 Packed move flags for the first move.
View0 uint32 Compressed client view for the first move.
TimeStamp float Client timestamp for the second move.
InAccel FVector_NetQuantize10 Compressed acceleration for the second move.
ClientLoc FVector_NetQuantize100 Client's resultant location after the second move.
NewFlags uint8 Packed move flags for the second move.
ClientRoll uint8 Compressed client view roll for the second move.
View uint32 Compressed client view yaw/pitch for the second move.
ClientMovementBase UPrimitiveComponent* Component the client believes it's standing on after the second move.
ClientBaseBoneName FName Bone name on the client's movement base, if a skeletal mesh.
ClientMovementMode uint8 Packed client movement mode after the second move.

Return Type

void

Example

Dual-move RPC signature C++
// Sent instead of ServerMove() when a pending move needs to be combined with the current one.
virtual void ServerMoveDual(float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0,
    float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags,
    uint8 ClientRoll, uint32 View, UPrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, uint8 ClientMovementMode);

Version History

Introduced in: 4.0

Version Status Notes
5.6 deprecated Deprecated since 4.26 in favor of packed movement RPCs.

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