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UCharacterMovementComponent::ServerMovePacked_ServerReceive

function Engine Since 4.26
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: ENGINE_API

Description

On the server, unpacks the client's move bitstream into the FCharacterNetworkMoveDataContainer and passes the resulting data to ServerMove_HandleMoveData().

Caveats & Gotchas

  • The unpacking uses whatever container was set via SetNetworkMoveDataContainer(); a custom container's Serialize() implementation must match the client's exactly or the bitstream will desync.
  • This is the server-side counterpart to ServerMovePacked_ClientSend() and is invoked from ACharacter's RPC implementation, not called directly by game code.
  • If serialization fails or the client is exploiting the RPC, the resulting move data can be malformed — downstream validation in ServerMove_PerformMovement is what actually guards against bad input.

Signature

void ServerMovePacked_ServerReceive(const FCharacterServerMovePackedBits& PackedBits)

Parameters

Name Type Description Default
PackedBits const FCharacterServerMovePackedBits& The bitstream received via the RPC from the client.

Return Type

void

Example

Server-side receive path (engine-internal) C++
// Invoked from ACharacter::ServerMovePacked_Implementation():
CharacterMovement->ServerMovePacked_ServerReceive(PackedBits);

Version History

Introduced in: 4.26

Version Status Notes
5.6 stable

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