UCharacterMovementComponent::NetworkSmoothingMode
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadOnly
Description
Controls how simulated proxies interpolate between server-corrected positions on the network — Disabled, Linear, or Exponential.
Caveats & Gotchas
- • Blueprint-exposed as read-only even though it's EditAnywhere in the editor, so you can inspect it from Blueprint but must set it in class defaults or C++.
- • Linear mode ignores NetworkSimulatedSmoothLocationTime and NetworkSimulatedSmoothRotationTime entirely; those only apply to Exponential smoothing.
Signature
ENetworkSmoothingMode NetworkSmoothingMode Example
Use exponential proxy smoothing C++
GetCharacterMovement()->NetworkSmoothingMode = ENetworkSmoothingMode::Exponential; See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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