APlayerState::SetCompressedPing
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: ENGINE_API
Description
Sets the replicated compressed ping value directly. Normally managed by UpdatePing and RecalculateAvgPing; call this only if you are replacing the ping averaging system.
Caveats & Gotchas
- • The engine's automatic ping averaging (RecalculateAvgPing) runs once per second and will overwrite any value set here unless you also disable or override that machinery.
- • Values are clamped to uint8 range (0–255), meaning the maximum expressible ping is 1020 ms — callers must divide by 4 before passing.
Signature
void SetCompressedPing(const uint8 NewPing) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| NewPing | const uint8 | Compressed ping value where actual milliseconds = NewPing * 4. | — |
Return Type
void Example
Inject a simulated ping value in a test environment C++
// Simulate 100 ms ping in an automated test
APlayerState* PS = TestController->GetPlayerState<APlayerState>();
PS->SetCompressedPing(25); // 25 * 4 = 100 ms See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?