50 results for "rpc" in function
Macro that annotates legacy character movement RPC functions (ServerMove, ServerMoveDual, ClientAdjustPosition, etc.
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.
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.
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.
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.
Client-side body of the deprecated ClientVeryShortAdjustPosition RPC.
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.
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.
Deprecated server RPC that sends two consecutive client movement updates in a single packet to reduce per-move RPC overhead.
Deprecated server RPC for a dual move where the first move uses normal movement and the second uses animation root motion.
Server-side body of the deprecated ServerMoveDualHybridRootMotion RPC.
Validation function for the deprecated ServerMoveDualHybridRootMotion RPC.
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.
Validation function for the deprecated ServerMoveDual RPC.
Validation function for the ServerMoveNoBase RPC.
Validation function for the ServerMoveOld RPC.
Server RPC that transmits packed client movement data from the owning client to the server.
Server-side implementation body for the ServerMovePacked RPC.
Validation function for the ServerMovePacked RPC.
Server-side body of the deprecated ServerMove RPC.
Validation function for the deprecated ServerMove RPC.
Server RPC that directly replicates an input-pressed event for the given ability.
Server RPC that directly replicates an input-released event for the given ability.
Reliable server RPC that tells the server a generic replicated event occurred on the client (e.
Reliable server RPC that sends confirmed targeting data from the client to the server.
Reliable server RPC that notifies the server the player cancelled targeting.