UCharacterMovementComponent::ServerMovePacked_ClientSend
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: ENGINE_API
Description
On the client, wraps the packed move bitstream and forwards it through the owning Character's ServerMove RPC to the server, avoiding per-component RPC overhead.
Caveats & Gotchas
- • Only used when ShouldUsePackedMovementRPCs() returns true; the legacy per-parameter ServerMove RPCs are used otherwise.
- • The actual bit-packing happens earlier in CallServerMovePacked(); this function is purely a client-to-server transport wrapper.
- • Requires CharacterOwner to be valid since the RPC is routed through ACharacter, not called directly on the component.
Signature
void ServerMovePacked_ClientSend(const FCharacterServerMovePackedBits& PackedBits) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PackedBits | const FCharacterServerMovePackedBits& | The serialized bitstream for the current client move, produced by GetNetworkMoveDataContainer(). | — |
Return Type
void Example
Typical call path (engine-internal) C++
// Called from CallServerMovePacked() after filling and serializing move data:
GetNetworkMoveDataContainer().ClientFillNetworkMoveData(NewMove, PendingMove, OldMove);
FCharacterServerMovePackedBits PackedBits = GetNetworkMoveDataContainer().ClientPack(*this);
ServerMovePacked_ClientSend(PackedBits); See Also
Version History
Introduced in: 4.26
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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