UCharacterMovementComponent::NetworkMinTimeBetweenClientAdjustments
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditDefaultsOnly
Description
Minimum time in seconds the server waits between sending correction adjustments to a client whose position has drifted beyond the allowed error, used to save bandwidth.
Caveats & Gotchas
- • Should be >= NetworkMinTimeBetweenClientAdjustmentsLargeCorrection — the header notes the larger of the two values is used regardless of which is actually set higher.
- • Set to 0 to disable throttling entirely and send corrections as soon as they're detected.
Signature
float NetworkMinTimeBetweenClientAdjustments Example
Throttle client correction frequency C++
GetCharacterMovement()->NetworkMinTimeBetweenClientAdjustments = 0.1f; See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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