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Overriding GetPredictionData_Client() For Custom AllocateMove() And Network Movement

I get an error on the line with "MutableThis->ClientPredictionData = new FNetworkPredictionData_Client_MyMovement();" It says that the default constructor was deleted. In visual studio it says the only other overload function was to pass in a reference to an FNetworkPredictionData_Client_MyMovement. I need to make the movement component recognize my custom addmove() so the I can sprint and double jump in my networked game.

class FNetworkPredictionData_Client* UMyCharacterMovementComponent::GetPredictionData_Client() const { check(PawnOwner != NULL); check(PawnOwner->Role < ROLE_Authority);

 if (!ClientPredictionData)
     UMyCharacterMovementComponent* MutableThis = const_cast<UMyCharacterMovementComponent*>(this);

     MutableThis->ClientPredictionData = new FNetworkPredictionData_Client_MyMovement();
     MutableThis->ClientPredictionData->MaxSmoothNetUpdateDist = 92.f;
     MutableThis->ClientPredictionData->NoSmoothNetUpdateDist = 140.f;

 return ClientPredictionData;


Product Version: UE 4.11
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asked Apr 26 '16 at 10:20 PM in C++ Programming

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