UCharacterMovementComponent::ListenServerNetworkSimulatedSmoothLocationTime
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditDefaultsOnlyAdvancedDisplay
Description
Same as NetworkSimulatedSmoothLocationTime, but used only when the local machine is running as a Listen Server rather than a dedicated server or pure client.
Caveats & Gotchas
- • Only takes effect when the local machine is acting as a listen server (host + player); dedicated servers and pure clients use NetworkSimulatedSmoothLocationTime instead.
- • Lets you use tighter smoothing for the host's own view of other players without touching values that affect dedicated-server clients.
Signature
float ListenServerNetworkSimulatedSmoothLocationTime Example
Tighter smoothing for the listen server host C++
GetCharacterMovement()->ListenServerNetworkSimulatedSmoothLocationTime = 0.04f; Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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