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UCharacterMovementComponent::ListenServerNetworkSimulatedSmoothRotationTime

property Engine Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: UPROPERTYEditDefaultsOnlyAdvancedDisplay

Description

Same as NetworkSimulatedSmoothRotationTime, 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 NetworkSimulatedSmoothRotationTime 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 ListenServerNetworkSimulatedSmoothRotationTime

Example

Tighter rotation smoothing for the listen server host C++
GetCharacterMovement()->ListenServerNetworkSimulatedSmoothRotationTime = 0.04f;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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