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SetActorDataPacket (39)

Regular Actor Data delta packets, sent from the level on tick, mob and actor during normal tick
Field Name Type Field Index Description
Target Runtime ID (Required) ActorRuntimeID 0

ActorRuntimeID

Field Name Type Field Index Description
Actor Runtime ID (Required) varuint64 0
Actor Data (Required) SynchedActorDataList 1

SynchedActorDataList

Field Name Type Field Index Description
Data (Required) array<DataItemEntry> 0

DataItemEntry (Array Item)

Field Name Type Field Index Description
ID (Required) varuint32 0
Payload (Required) oneOf 1
oneOf<DataItemBytePayload, DataItemShortPayload, DataItemIntPayload, DataItemFloatPayload, DataItemStringPayload, DataItemCompoundTagPayload, DataItemPosPayload, DataItemInt64Payload, DataItemVec3Payload>:
Control Value [uint32] Type Details
0 DataItemBytePayload -
1 DataItemShortPayload -
2 DataItemIntPayload -
3 DataItemFloatPayload -
4 DataItemStringPayload -
5 DataItemCompoundTagPayload -
6 DataItemPosPayload -
7 DataItemInt64Payload -
8 DataItemVec3Payload -
Synched Properties (Required) PropertySyncData 2

PropertySyncData

Field Name Type Field Index Description
Int Entries List (Required) array<PropertySyncData::PropertySyncIntEntry> 0

PropertySyncData::PropertySyncIntEntry (Array Item)

Field Name Type Field Index Description
Property Index (Required) varuint32 0
Data (Required) varint32 1
Float Entries List (Required) array<PropertySyncData::PropertySyncFloatEntry> 1

PropertySyncData::PropertySyncFloatEntry (Array Item)

Field Name Type Field Index Description
Property Index (Required) varuint32 0
Data (Required) float 1
Tick (Required) PlayerInputTick 3

PlayerInputTick

Field Name Type Field Index Description
Input tick (Required) varuint64 0 In server authoritative movement mode the client supplies this in PlayerAuthInputPacket. For any client-bound packets containing a tick, the server should supply the tick value corresponding to the most recently processed PlayerAuthInputPacket. This allows the client to adjust any client predictions made while the packet was in flight. If the packet is being sent to the client but not relating to data of the player or a client-predicted vehicle, it can be zero. It is also acceptable to specify zero for players, although this may lead to minor visual flickers and less smooth application of CorrectPlayerMovePredictionPacket.