UCharacterMovementComponent::NetworkMaxSmoothUpdateDistance
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditDefaultsOnly
Description
Maximum distance a character is allowed to lag behind its true server location while smoothly interpolating toward network position updates.
Caveats & Gotchas
- • This is not a hard cap — it's a threshold for lag, not for abandoning smoothing entirely. See NetworkNoSmoothUpdateDistance for the point at which smoothing gives up and the character teleports instead.
- • Value is copied into the async character movement input each tick, so changes take effect on the next simulation step rather than instantly mid-frame.
Signature
float NetworkMaxSmoothUpdateDistance Example
Allow slightly more lag before catching up C++
GetCharacterMovement()->NetworkMaxSmoothUpdateDistance = 150.f; Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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