# How to declare networked functions in 4.22?

**URL:** <https://forums.unrealengine.com/t/how-to-declare-networked-functions-in-4-22/450057>\
**Category:** Multiplayer & Networking\
**Tags:** Networking, unreal-engine, functions, Visual-Studio, CPP, question\
**Created:** [June 3, 2019, 11:35am UTC](https://forums.unrealengine.com/t/how-to-declare-networked-functions-in-4-22/450057 "2019-06-03T11:35:50Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![Firefly74](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Firefly74](https://forums.unrealengine.com/u/Firefly74)\
**Post date:** [June 3, 2019, 12:01pm UTC](https://forums.unrealengine.com/t/how-to-declare-networked-functions-in-4-22/450057/2 "2019-06-03T12:01:30Z")

</div>

your .h is fine, but in c++ you need to have it like that :

```
bool AHOPCharacter::SetMovementInputEventServer_Validate(FVector NE_MovementInput) { return true; }

 void AHOPCharacter::SetMovementInputEventServer_Implementation(FVector NE_MovementInput)
 {
     MovementInput = NE_MovementInput;
 }

```

the validate function is where you should do the check for anti cheat like behaviours

Wiki is still up to date, the only change is that “WithValidate” is now mandatory for server functions :

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