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UCharacterMovementComponent::ShouldUsePackedMovementRPCs

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

Description

Determines whether the packed, variable-length movement RPC path is used instead of the legacy fixed-parameter ServerMove RPCs.

Caveats & Gotchas

  • The default implementation just checks the console variable p.NetUsePackedMovementRPCs and returns true if non-zero — it isn't derived from any per-component state.
  • Mixing packed and legacy clients in the same session isn't supported; this needs to resolve consistently for client and server.
  • Overriding this to return false requires defining SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1 in the project, otherwise the legacy RPC functions are compiled out.

Signature

virtual bool ShouldUsePackedMovementRPCs() const

Return Type

bool

Example

Check which RPC path is active C++
if (CharacterMovementComponent->ShouldUsePackedMovementRPCs())
{
    UE_LOG(LogTemp, Log, TEXT("Using packed movement RPCs"));
}

Version History

Introduced in: 4.26

Version Status Notes
5.6 stable

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