Hello, since 4.26 with CMC, there is this part of the doc :
Extending Saved Move Data
Understanding Networked Movement in the Character Movement Component for Unreal Engine | Unreal Engine 5.3 Documentation
And there is this part :
In your extended version of
FCharacterNetworkMoveData
, override theClientFillNetworkMoveData
function to copy or compute data from the saved move. Override theSerialize
function to read and write your data using anFArchive
; this is the bit stream that RPCs require.
The issue is how override the ClientFillNetworkMoveData and access to our own FSavedMoveCharacter ?
virtual void ClientFillNetworkMoveData(const FSavedMove_Character& ClientMove, ENetworkMoveType MoveType) override;
Work fine, but the fact is FSavedMove_Character is obviously not our custom FSavedMove_Character, so we can’t get the custom data we want.
For example, here what i “try” to do :
void FCharacterNetworkMoveData_Anomalie::ClientFillNetworkMoveData(const
FSavedMove_Anomalie& ClientMove, ENetworkMoveType MoveType)
{
Super::ClientFillNetworkMoveData(ClientMove, MoveType);
bTest = ClientMove.bSavedTest;
}
Notice the FSavedMove_Anomalie instead of FSavedMove_Character.
FSavedMove_Anomalie is my custom extension of FSavedMove_Character, ofc this won’t gonna work as the function signature is not the same. How we can deal with this issue ?
Thanks !