RealDocs

47 results for "server" in function

function
ACharacter::ServerMove Engine deprecated

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

function
UCharacterMovementComponent::ServerMove Engine deprecated

Legacy server RPC that a client calls to replicate a single player move — its acceleration input, resultant location, and view — to the authoritative 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
UCharacterMovementComponent::ServerMoveDual Engine deprecated

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.

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
UCharacterMovementComponent::ServerMoveDualHybridRootMotion Engine deprecated

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.

function
ACharacter::ServerMoveDualHybridRootMotion_Implementation Engine deprecated

Server-side body of the deprecated ServerMoveDualHybridRootMotion RPC.

function
UCharacterMovementComponent::ServerMoveDualHybridRootMotion_Implementation Engine deprecated

Server-side body of ServerMoveDualHybridRootMotion — processes the non-root-motion move followed by the root-motion move via ServerMove_PerformMovement().

function
ACharacter::ServerMoveDualHybridRootMotion_Validate Engine deprecated

Validation function for the deprecated ServerMoveDualHybridRootMotion RPC.

function
UCharacterMovementComponent::ServerMoveDualHybridRootMotion_Validate Engine deprecated

Server-side RPC validation for the legacy ServerMoveDualHybridRootMotion — returning false rejects both packed moves.

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
UCharacterMovementComponent::ServerMoveDual_Implementation Engine deprecated

Server-side body of the legacy ServerMoveDual RPC — processes the first (pending) move and then the second move by calling ServerMove_PerformMovement() twice.

function
ACharacter::ServerMoveDual_Validate Engine deprecated

Validation function for the deprecated ServerMoveDual RPC.

function
UCharacterMovementComponent::ServerMoveDual_Validate Engine deprecated

Server-side RPC validation for the legacy ServerMoveDual — returning false rejects both packed moves and can flag the connection as sending invalid data.

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
UCharacterMovementComponent::ServerMoveOld Engine deprecated

Legacy replicated function for resending an important old move so the server can process it if it hasn't already been received.

function
ACharacter::ServerMoveOld_Implementation Engine deprecated

Server-side body for ServerMoveOld.

function
UCharacterMovementComponent::ServerMoveOld_Implementation Engine deprecated

The RPC implementation body for the legacy ServerMoveOld(), executed on the server when the deprecated RPC path is active.

function
ACharacter::ServerMoveOld_Validate Engine deprecated

Validation function for the ServerMoveOld RPC.

function
UCharacterMovementComponent::ServerMoveOld_Validate Engine

The RPC validation function paired with ServerMoveOld_Implementation(); returning false rejects the RPC before it runs and can trigger a network security violation.

function
ACharacter::ServerMovePacked Engine

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

function
UCharacterMovementComponent::ServerMovePacked_ClientSend Engine

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.

function
ACharacter::ServerMovePacked_Implementation Engine

Server-side implementation body for the ServerMovePacked RPC.

function
UCharacterMovementComponent::ServerMovePacked_ServerReceive Engine

On the server, unpacks the client's move bitstream into the FCharacterNetworkMoveDataContainer and passes the resulting data to ServerMove_HandleMoveData().

function
ACharacter::ServerMovePacked_Validate Engine

Validation function for the ServerMovePacked RPC.

function
UCharacterMovementComponent::ServerMove_HandleMoveData Engine

Handles move data on the server after it has been unpacked from the client's RPC.

function
ACharacter::ServerMove_Implementation Engine deprecated

Server-side body of the deprecated ServerMove RPC.

function
UCharacterMovementComponent::ServerMove_Implementation Engine deprecated

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.

function
UCharacterMovementComponent::ServerMove_PerformMovement Engine

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.

function
ACharacter::ServerMove_Validate Engine deprecated

Validation function for the deprecated ServerMove RPC.

function
UCharacterMovementComponent::ServerMove_Validate Engine deprecated

Server-side RPC validation for the legacy ServerMove — returning false causes the engine to disconnect the sending client as a cheat-protection measure.

function
UCharacterMovementComponent::ServerSendMoveResponse Engine

On the server, fills the move response container via ServerFillResponseData(), serializes it, and sends it to the client through MoveResponsePacked_ServerSend().

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
UCharacterMovementComponent::ConvertRootMotionServerIDsToLocalIDs Engine

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.