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UCharacterMovementComponent::ServerSendMoveResponse

function Engine Since 4.26
#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);

Version History

Introduced in: 4.26

Version Status Notes
5.6 stable

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