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44 results for "server" in function

function
ACharacter::ServerMove Engine deprecated

Deprecated server RPC that sends a single client movement update to the server.

function
ACharacter::ServerMoveDual Engine deprecated

Deprecated server RPC that sends two consecutive client movement updates in a single packet to reduce per-move RPC overhead.

function
ACharacter::ServerMoveDualHybridRootMotion Engine deprecated

Deprecated server RPC for a dual move where the first move uses normal movement and the second uses animation root motion.

function
ACharacter::ServerMoveDualHybridRootMotion_Implementation Engine deprecated

Server-side body of the deprecated ServerMoveDualHybridRootMotion RPC.

function
ACharacter::ServerMoveDualHybridRootMotion_Validate Engine deprecated

Validation function for the deprecated ServerMoveDualHybridRootMotion RPC.

function
ACharacter::ServerMoveDualNoBase Engine deprecated

Dual-move variant of ServerMoveNoBase, batching two consecutive client moves into a single RPC when neither involves a movement base.

function
ACharacter::ServerMoveDualNoBase_Implementation Engine deprecated

Server-side body for ServerMoveDualNoBase.

function
ACharacter::ServerMoveDualNoBase_Validate Engine deprecated

Validation function for the ServerMoveDualNoBase RPC.

function
ACharacter::ServerMoveDual_Implementation Engine deprecated

Server-side body of the deprecated ServerMoveDual RPC.

function
ACharacter::ServerMoveDual_Validate Engine deprecated

Validation function for the deprecated ServerMoveDual RPC.

function
ACharacter::ServerMoveNoBase Engine deprecated

Bandwidth-optimised variant of ServerMove sent by the client when the character has no movement base.

function
ACharacter::ServerMoveNoBase_Implementation Engine deprecated

Server-side implementation body for ServerMoveNoBase.

function
ACharacter::ServerMoveNoBase_Validate Engine deprecated

Validation function for the ServerMoveNoBase RPC.

function
ACharacter::ServerMoveOld Engine deprecated

Resends an important old move to the server when the client suspects it was dropped.

function
ACharacter::ServerMoveOld_Implementation Engine deprecated

Server-side body for ServerMoveOld.

function
ACharacter::ServerMoveOld_Validate Engine deprecated

Validation function for the ServerMoveOld RPC.

function
ACharacter::ServerMovePacked Engine

Server RPC that transmits packed client movement data from the owning client to the server.

function
ACharacter::ServerMovePacked_Implementation Engine

Server-side implementation body for the ServerMovePacked RPC.

function
ACharacter::ServerMovePacked_Validate Engine

Validation function for the ServerMovePacked RPC.

function
ACharacter::ServerMove_Implementation Engine deprecated

Server-side body of the deprecated ServerMove RPC.

function
ACharacter::ServerMove_Validate Engine deprecated

Validation function for the deprecated ServerMove RPC.

function
UAbilitySystemComponent::ServerSetInputPressed GameplayAbilities

Server RPC that directly replicates an input-pressed event for the given ability.

function
UAbilitySystemComponent::ServerSetInputReleased GameplayAbilities

Server RPC that directly replicates an input-released event for the given ability.

function
UAbilitySystemComponent::ServerSetReplicatedEvent GameplayAbilities

Reliable server RPC that tells the server a generic replicated event occurred on the client (e.

function
UAbilitySystemComponent::ServerSetReplicatedEventWithPayload GameplayAbilities

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.

function
UAbilitySystemComponent::ServerSetReplicatedTargetData GameplayAbilities

Reliable server RPC that sends confirmed targeting data from the client to the server.

function
UAbilitySystemComponent::ServerSetReplicatedTargetDataCancelled GameplayAbilities

Reliable server RPC that notifies the server the player cancelled targeting.

function
AActor::AllowReceiveTickEventOnDedicatedServer Engine

Returns whether the Blueprint ReceiveTick event is allowed to fire on dedicated servers.

function
AGameModeBase::CanServerTravel Engine

Override to gate server travel to specific maps or under specific conditions.

function
ACharacter::GetReplicatedServerLastTransformUpdateTimeStamp Engine

Returns the server's last transform update timestamp as replicated to simulated proxies.

function
AGameStateBase::GetServerWorldTimeSeconds Engine

Returns an approximation of the server's current WorldTimeSeconds, synchronized across server and clients via periodic replication.

function
UActorComponent::NeedsLoadForServer Engine

Returns whether this component needs to be loaded on dedicated servers.

function
AGameModeBase::ProcessServerTravel Engine

Initiates a server-side level transition that brings all connected clients to the new map.

function
UAbilitySystemComponent::AbilitySpecInputPressed GameplayAbilities

Notifies the ASC that the input bound to a specific ability spec was pressed.

function
UAbilitySystemComponent::AbilityTargetDataCancelledDelegate GameplayAbilities

Returns a reference to the multicast delegate that fires when the client replicates a targeting cancellation for the given ability/prediction-key pair.

function
UAbilitySystemComponent::AbilityTargetDataSetDelegate GameplayAbilities

Returns (and creates if absent) the multicast delegate that fires when replicated target data arrives for a specific ability/prediction-key pair.

function
APlayerState::BP_GetUniqueId Engine

Returns the online subsystem unique ID for this player.

function
UAbilitySystemComponent::CallOrAddReplicatedDelegate GameplayAbilities

Fires the supplied delegate immediately if the Generic Replicated Event has already been received; otherwise registers it to fire when the event arrives.

function
UAbilitySystemComponent::CallReplicatedEventDelegateIfSet GameplayAbilities

Fires the delegate for a specific Generic Replicated Event if that event has already been sent, returning true if it fired.

function
ACharacter::CanUseRootMotionRepMove Engine

Determines whether a buffered server root motion move is compatible with the current client montage state and can be used to teleport the client back to that position for correction.

function
UAbilitySystemComponent::CancelAbilityTargetData GameplayAbilities

Cancels pending ability target data and fires any registered cancel callbacks for the given ability/prediction-key pair.

function
AGameModeBase::ChangeName Engine

Assigns or changes a player's name on the server, then broadcasts the change via K2_OnChangeName.

function
ACharacter::ClientAckGoodMove Engine deprecated

Sent by the server to the owning client to acknowledge that a specific move was accepted without correction.

function
ACharacter::ClientAdjustPosition Engine deprecated

Deprecated client RPC sent by the server to correct the client's position and velocity after detecting client-side prediction error.