50 results for "rpc" in function
Macro that annotates legacy character movement RPC functions (ServerMove, ServerMoveDual, ClientAdjustPosition, etc.
Preprocessor macro that decorates the legacy, non-packed character movement RPCs (ServerMove, ServerMoveDual, ClientAdjustPosition, etc.
Determines whether the packed, variable-length movement RPC path is used instead of the legacy fixed-parameter ServerMove RPCs.
Sends an RPC function call across the network via the actor's NetDriver.
Sends an RPC call for this component to the appropriate remote endpoint via the owning actor's net driver.
Deprecated client RPC sent by the server to correct the client's position and velocity after detecting client-side prediction error.
Legacy client RPC the server calls to correct a client's position and velocity after detecting enough prediction error, triggering the client to replay pending moves from the corrected state.
Client-side body of the deprecated ClientAdjustPosition RPC.
Client RPC that corrects a simulated proxy's position and montage track when the server detects desync during animation root-motion movement.
Legacy fixed-signature client RPC for root motion position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.
The client-side implementation body for ClientAdjustRootMotionPosition, executed on the owning client after the RPC is dispatched.
Client RPC that corrects position and root-motion-source state when the server detects desync during source-driven (non-montage) root motion movement.
Legacy fixed-signature client RPC for root motion source position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.
Client-side implementation body for the deprecated ClientAdjustRootMotionSourcePosition RPC.
Reliable Client RPC sent from the server to switch the character into fly movement mode as part of the cheat system.
Implementation body for the ClientCheatFly RPC.
Reliable Client RPC sent from the server to switch the character into ghost (noclip) movement mode as part of the cheat system.
Implementation body for the ClientCheatGhost RPC.
Reliable Client RPC called from the server to force the character into walk movement mode as part of the cheat system.
Implementation body for the ClientCheatWalk RPC.
Client RPC that delivers the server's response to a client move — either an acknowledgement or a position correction.
Client-side implementation body for the ClientMoveResponsePacked RPC.
Validation function for the ClientMoveResponsePacked RPC.
Reliable client RPC sent by the server to notify the owning client that a generic replicated event has occurred, allowing server-driven ability flow steps to trigger locally.
Bandwidth-saving variant of the legacy ClientAdjustPosition RPC used when the server's corrected velocity is zero, so only position needs to be sent over the wire.
Client-side body of the deprecated ClientVeryShortAdjustPosition RPC.
Implementation body for the legacy ClientVeryShortAdjustPosition RPC, applying a bandwidth-saving position-only correction (velocity assumed zero) to the local client.
Stores the incoming target data and fires the TargetDataSet delegate so ability tasks waiting on target data can proceed.
Returns a bitmask indicating where a given UFUNCTION should execute — locally, on the server, on clients, or some combination.
Determines where a UFUNCTION call should execute — locally, on the server, or on clients.
Returns the name of the net driver associated with this actor.
Returns the UPlayer that owns this pawn for network purposes.
Returns the actor that owns this actor, or nullptr if there is no owner.
Returns true if this actor has an owner chain that leads to an actor capable of net ownership, typically an APlayerController.
Sends a packed move response from the server to the client, routed through the owning Character to avoid component RPC overhead, eventually reaching MoveResponsePacked_ClientReceive() on the client.
Reliable Client RPC used by the root motion debugging system to display a message on the client's screen.
Implementation body for the RootMotionDebugClientPrintOnScreen RPC.
Deprecated server RPC that sends a single client movement update to the server.
Legacy server RPC that a client calls to replicate a single player move — its acceleration input, resultant location, and view — to the authoritative server.
Deprecated server RPC that sends two consecutive client movement updates in a single packet to reduce per-move RPC overhead.
Legacy server RPC that batches two consecutive client moves into a single call, used when a pending move couldn't be sent on its own tick and needs to piggyback on the next one.
Deprecated server RPC for a dual move where the first move uses normal movement and the second uses animation root motion.
Legacy server RPC variant of ServerMoveDual used when a character mixes regular movement with animation root motion — the first move is non-root-motion, the second is root motion.
Server-side body of the deprecated ServerMoveDualHybridRootMotion RPC.
Validation function for the deprecated ServerMoveDualHybridRootMotion RPC.
Server-side RPC validation for the legacy ServerMoveDualHybridRootMotion — returning false rejects both packed moves.
Dual-move variant of ServerMoveNoBase, batching two consecutive client moves into a single RPC when neither involves a movement base.
Validation function for the ServerMoveDualNoBase RPC.
Server-side body of the deprecated ServerMoveDual RPC.
Server-side body of the legacy ServerMoveDual RPC — processes the first (pending) move and then the second move by calling ServerMove_PerformMovement() twice.