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APlayerState::GetPingInMilliseconds

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

Description

Returns the player's ping in milliseconds. Uses ExactPing for local players and the server, and falls back to the replicated CompressedPing (decompressed) on remote clients.

Caveats & Gotchas

  • CompressedPing stores ping divided by 4, so the replicated value has a precision of ±4ms. ExactPing is only available on the server or for local players.
  • If bShouldUpdateReplicatedPing is false on the PlayerState, this will return 0 or a stale value on clients for remote players. The default is true, but it can be disabled to reduce replication overhead in large player-count games.

Signature

ENGINE_API float GetPingInMilliseconds() const;

Return Type

float

Example

Display ping in HUD C++
FString AMyHUD::GetPingText(APlayerState* PS) const
{
    if (!PS) return TEXT("--");
    return FString::Printf(TEXT("%d ms"), FMath::RoundToInt(PS->GetPingInMilliseconds()));
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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