UCharacterMovementComponent::ServerMovePacked_ServerReceive
#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); See Also
Version History
Introduced in: 4.26
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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