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UCharacterMovementComponent::NetworkSimulatedSmoothRotationTime

property Engine Since 4.0
#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;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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