Legacy:SavedMove - Unreal Wiki

# Legacy:SavedMove

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UT :: Actor >> Info (UT) >> SavedMove (Package: Engine)
UT2003 :: Actor >> Info >> SavedMove (Package: Engine)
UT2004 :: Actor >> Info >> SavedMove (Package: Engine)

SavedMove is used during network play to buffer recent client moves, for use when the server modifies the clients actual position, etc. This is a built-in Unreal class and it shouldn't be modified. SavedMove is a linked list.

## Variables

SavedMove NextMove
  Used to get the next saved moved in the linked list.
float TimeStamp
  The time this move was made.
float Delta
  How long this move took to make.
bool bRun
  Was the player running?
bool bDuck
  Was the player ducking?
bool bPressedJump
  Did the player jump?
bool bDoubleJump
  Did the player double jump?
EDoubleClickDir DoubleClickMove
  Direction the player dodged in.
EPhysics SavedPhysics
  The physics state the player was in at the time of move.
vector StartLocation
vector StartRelativeLocation
vector StartVelocity
vector StartFloor
vector SavedLocation
  The position of the player at time of move.
vector SavedVelocity
  The position of the player at time of move
vector SavedRelativeLocation
Actor StartBase
Actor EndBase

## Methods

Clear() [final]
  Clears the 'slate' of this saved move is it can be used to capture another move when its not needed.

PostUpdate(PlayerController P) [final]

vector GetStartLocation()

SetInitialPosition(Pawn P) [final]
  Gets the initial state/variables of the player.

SetMoveFor(PlayerController P, float DeltaTime, vector NewAccel, EDoubleClickDir InDoubleClick) [final]

Categories: Legacy Class (UT) | Legacy Class (UT2003) | Legacy Class (UT2004)

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