UCharacterMovementComponent::NetworkLargeClientCorrectionDistance
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditDefaultsOnly
Description
Position error threshold beyond which the server treats a client's drift as a large correction, triggering the tighter NetworkMinTimeBetweenClientAdjustmentsLargeCorrection throttle instead of the normal one.
Caveats & Gotchas
- • Sets an internal large-correction flag rather than changing behavior directly — the actual throttling logic lives in NetworkMinTimeBetweenClientAdjustments and its LargeCorrection counterpart.
- • Measured in the same units as position error (cm), so tune it relative to your game's typical movement speed and acceptable visual pop.
Signature
float NetworkLargeClientCorrectionDistance Example
Lower the large-correction threshold C++
GetCharacterMovement()->NetworkLargeClientCorrectionDistance = 50.f; Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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