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UCharacterMovementComponent::NetworkLargeClientCorrectionDistance

property Engine Since 4.0
#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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