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UCharacterMovementComponent::ServerMoveDual_Validate

function Engine Deprecated Since 4.0
Deprecated: Part of the deprecated legacy ServerMoveDual RPC pair; use the packed movement RPC path instead.
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: virtual

Description

Server-side RPC validation for the legacy ServerMoveDual — returning false rejects both packed moves and can flag the connection as sending invalid data.

Caveats & Gotchas

  • Generated as the WithValidation half of a UFUNCTION(Server) pair for ServerMoveDual; only relevant on the legacy (non-packed) RPC path.
  • A false return discards both the pending and current move together, not just the offending one.
  • Only reached when legacy movement RPCs are active (SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1, p.NetUsePackedMovementRPCs=0).

Signature

virtual bool ServerMoveDual_Validate(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

bool

Example

Dual-move RPC validation signature C++
// Called by the engine's RPC dispatch before ServerMoveDual_Implementation().
virtual bool ServerMoveDual_Validate(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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