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APlayerState::GetCompressedPing

function Engine Blueprint Since 4.0
#include "GameFramework/PlayerState.h"
Access: public Specifiers: UFUNCTIONBlueprintGetter

Description

Returns the replicated compressed ping value, where the actual ping in milliseconds equals CompressedPing * 4. Use GetPingInMilliseconds for a more convenient millisecond value.

Caveats & Gotchas

  • The maximum representable ping is 255 * 4 = 1020 ms; players with higher latency will all report 255.
  • CompressedPing replication is gated by bShouldUpdateReplicatedPing — if the server has disabled that flag, this value will be stale or zero on remote clients for non-local player states.

Signature

uint8 GetCompressedPing() const

Return Type

uint8

Example

Convert compressed ping to milliseconds manually C++
int32 PingMS = static_cast<int32>(PlayerState->GetCompressedPing()) * 4;
UE_LOG(LogGame, Log, TEXT("Player ping: %d ms"), PingMS);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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