RealDocs

UCharacterMovementComponent::ServerMoveDual_Implementation

function Engine Deprecated Since 4.0
Deprecated: ServerMoveDual_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 the legacy ServerMoveDual RPC — processes the first (pending) move and then the second move by calling ServerMove_PerformMovement() twice.

Caveats & Gotchas

  • Part of the deprecated legacy RPC block; only reached when SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1 and packed movement RPCs are disabled.
  • Runs the first move's simulation before the second, so any error correction queued mid-way affects how the second move is evaluated — order matters for reproducing client-side prediction.
  • Executes only after ServerMoveDual_Validate() returns true.

Signature

virtual void ServerMoveDual_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 (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

Server-side dual-move processing (engine-internal) C++
// Invoked by the engine's RPC dispatch after ServerMoveDual_Validate() passes.
// Internally performs two calls into ServerMove_PerformMovement().
void UCharacterMovementComponent::ServerMoveDual_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.

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.