50 results for "server"
Holds the root motion source group received from the server that is used to correct the client's CurrentRootMotion during a network correction.
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.
Server-side body of ServerMoveDualHybridRootMotion — processes the non-root-motion move followed by the root-motion move via ServerMove_PerformMovement().
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.
Server-side body for ServerMoveDualNoBase.
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.
Validation function for the deprecated ServerMoveDual RPC.
Server-side RPC validation for the legacy ServerMoveDual — returning false rejects both packed moves and can flag the connection as sending invalid data.
Bandwidth-optimised variant of ServerMove sent by the client when the character has no movement base.
Server-side implementation body for ServerMoveNoBase.
Validation function for the ServerMoveNoBase RPC.
Resends an important old move to the server when the client suspects it was dropped.
Legacy replicated function for resending an important old move so the server can process it if it hasn't already been received.
Server-side body for ServerMoveOld.
The RPC implementation body for the legacy ServerMoveOld(), executed on the server when the deprecated RPC path is active.
Validation function for the ServerMoveOld RPC.
The RPC validation function paired with ServerMoveOld_Implementation(); returning false rejects the RPC before it runs and can trigger a network security violation.
Server RPC that transmits packed client movement data from the owning client to the server.
On the client, wraps the packed move bitstream and forwards it through the owning Character's ServerMove RPC to the server, avoiding per-component RPC overhead.
Server-side implementation body for the ServerMovePacked RPC.
On the server, unpacks the client's move bitstream into the FCharacterNetworkMoveDataContainer and passes the resulting data to ServerMove_HandleMoveData().
Validation function for the ServerMovePacked RPC.
Handles move data on the server after it has been unpacked from the client's RPC.
Server-side body of the deprecated ServerMove RPC.
Server-side body of the legacy ServerMove RPC — decodes the client's compressed move parameters on the server and forwards them to ServerMove_PerformMovement() to actually simulate the move.
Checks timestamps, derives a delta time, and forwards the move parameters to MoveAutonomous() on the server, optionally checking the final location against the client-reported location.
Validation function for the deprecated ServerMove RPC.
Server-side RPC validation for the legacy ServerMove — returning false causes the engine to disconnect the sending client as a cheat-protection measure.
On the server, fills the move response container via ServerFillResponseData(), serializes it, and sends it to the client through MoveResponsePacked_ServerSend().
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.
Variant of ServerSetReplicatedEvent that carries a quantized vector payload, useful for passing aim direction or position data from the client to the server alongside the event.
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.
The live AServerStatReplicator instance spawned by this GameMode.
Specifies the class used to spawn the AServerStatReplicator actor, which replicates server performance statistics such as frame time and average ping to connected clients.
Returns whether the Blueprint ReceiveTick event is allowed to fire on dedicated servers.
Override to gate server travel to specific maps or under specific conditions.
Rewrites server-assigned root motion source IDs in InOutServerRootMotion to the equivalent local client IDs, using the most recent ID mappings recorded during move replay.