APlayerState::UpdatePing
#include "GameFramework/PlayerState.h"
Access: public
Specifiers: virtualENGINE_API
Description
Receives a new ping measurement from the net driver and accumulates it into the rolling ping bucket for averaging. Called frequently by the engine — not intended for direct use.
Caveats & Gotchas
- • InPing is in seconds, not milliseconds. The engine multiplies by 1000 and passes through the rolling average to produce the final GetPingInMilliseconds() value. Passing an already-converted millisecond value will produce inflated readings.
- • This is called much more frequently on the client side (where the client measures its own RTT) than on the server side, so client-side and server-side displayed pings will often differ.
Signature
ENGINE_API virtual void UpdatePing(float InPing); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InPing | float | The latest round-trip time measurement in seconds. | — |
Return Type
void Example
Override to clamp extreme ping values C++
void AMyPlayerState::UpdatePing(float InPing)
{
// Clamp to 2 seconds maximum to discard timeout spikes
Super::UpdatePing(FMath::Min(InPing, 2.0f));
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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