44 results for "server" in function
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.
Server-side body for ServerMoveDualNoBase.
Validation function for the ServerMoveDualNoBase RPC.
Server-side body of the deprecated ServerMoveDual RPC.
Validation function for the deprecated ServerMoveDual RPC.
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.
Server-side body for ServerMoveOld.
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.
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.
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.
Returns the server's last transform update timestamp as replicated to simulated proxies.
Returns an approximation of the server's current WorldTimeSeconds, synchronized across server and clients via periodic replication.
Returns whether this component needs to be loaded on dedicated servers.
Initiates a server-side level transition that brings all connected clients to the new map.
Notifies the ASC that the input bound to a specific ability spec was pressed.
Returns a reference to the multicast delegate that fires when the client replicates a targeting cancellation for the given ability/prediction-key pair.
Returns (and creates if absent) the multicast delegate that fires when replicated target data arrives for a specific ability/prediction-key pair.
Returns the online subsystem unique ID for this player.
Fires the supplied delegate immediately if the Generic Replicated Event has already been received; otherwise registers it to fire when the event arrives.
Fires the delegate for a specific Generic Replicated Event if that event has already been sent, returning true if it fired.
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.
Cancels pending ability target data and fires any registered cancel callbacks for the given ability/prediction-key pair.
Assigns or changes a player's name on the server, then broadcasts the change via K2_OnChangeName.
Sent by the server to the owning client to acknowledge that a specific move was accepted without correction.
Deprecated client RPC sent by the server to correct the client's position and velocity after detecting client-side prediction error.