UCharacterMovementComponent::NetworkSimulatedSmoothRotationTime
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditDefaultsOnlyAdvancedDisplay
Description
Time in seconds to smoothly interpolate a simulated proxy's rotation from its old client-side orientation to the corrected orientation sent by the server.
Caveats & Gotchas
- • Not used by Linear smoothing — only takes effect when NetworkSmoothingMode is Exponential.
- • Clamped to 0.0–1.0 in the editor via meta ClampMin/ClampMax; setting a value outside that range directly in C++ isn't enforced.
Signature
float NetworkSimulatedSmoothRotationTime Example
Tighten rotation smoothing time C++
GetCharacterMovement()->NetworkSimulatedSmoothRotationTime = 0.1f; See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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