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UCharacterMovementComponent::ServerMoveDualHybridRootMotion_Implementation

function Engine Deprecated Since 4.0
Deprecated: ServerMoveDualHybridRootMotion_Implementation() is deprecated, use ServerMove_PerformMovement() 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: virtual

Description

Server-side body of ServerMoveDualHybridRootMotion — processes the non-root-motion move followed by the root-motion move via ServerMove_PerformMovement().

Caveats & Gotchas

  • Part of the deprecated legacy RPC block; only reached with SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1 and p.NetUsePackedMovementRPCs=0.
  • Executes only after ServerMoveDualHybridRootMotion_Validate() returns true.
  • The root-motion second move relies on the server's own root motion source state matching the client's at the time of the move, which can drift under heavy packet loss.

Signature

virtual void ServerMoveDualHybridRootMotion_Implementation(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, non-root-motion 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, root-motion 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

Server-side hybrid root-motion processing (engine-internal) C++
// Invoked by the engine's RPC dispatch after ServerMoveDualHybridRootMotion_Validate() passes.
void UCharacterMovementComponent::ServerMoveDualHybridRootMotion_Implementation(
    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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