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UCharacterMovementComponent::NetworkMaxSmoothUpdateDistance

property Engine Since 4.0
#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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