UCharacterMovementComponent::ShouldCorrectRotation
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtualconst
Description
Returns whether the server should include a rotation correction when sending a server move response back to the owning client.
Caveats & Gotchas
- • Default implementation always returns false — rotation is normally trusted from the client and not server-corrected, unlike location.
- • Only called on the server as part of building a client adjustment; overriding it to return true adds bandwidth and correction overhead for every move, so only enable it if you have a specific anti-cheat or precision requirement.
- • Not Blueprint-exposed and rarely overridden — most gameplay code never needs to touch this.
Signature
virtual bool ShouldCorrectRotation() const { return false; } Return Type
bool Example
Forcing server-authoritative rotation in a custom subclass C++
class UMyCharacterMovementComponent : public UCharacterMovementComponent
{
virtual bool ShouldCorrectRotation() const override
{
// Always send rotation corrections from server to client.
return true;
}
}; See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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