UCharacterMovementComponent::ServerSendMoveResponse
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: ENGINE_API
Description
On the server, fills the move response container via ServerFillResponseData(), serializes it, and sends it to the client through MoveResponsePacked_ServerSend().
Caveats & Gotchas
- • Always sends a response, even when PendingAdjustment represents 'no correction needed' — the client relies on getting a response to remove the move from SavedMoves.
- • Response frequency is throttled elsewhere (adaptive replication); this function itself doesn't decide whether to send, only how to package what's already been decided.
Signature
void ServerSendMoveResponse(const FClientAdjustment& PendingAdjustment) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PendingAdjustment | const FClientAdjustment& | The correction data (or lack thereof) computed by the server after processing the client's move. | — |
Return Type
void Example
Response send path (engine-internal) C++
// Called after ServerMoveHandleClientError() computes the adjustment:
ServerSendMoveResponse(PendingAdjustment); See Also
Version History
Introduced in: 4.26
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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