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Returns the ping (in milliseconds)
Returns ExactPing if available (local players or when running on the server), and the replicated CompressedPing (converted back to milliseconds) otherwise.
Note that replication of CompressedPing is controlled by bShouldUpdateReplicatedPing, and if disabled then this will return 0 or a stale value on clients for player states that aren't related to local players
Target is Player State
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Target
Player State Object Reference
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Return Value
Float (single-precision)
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Returns the ping (in milliseconds) Returns ExactPing if available (local players or when running on the server), and the replicated CompressedPing (converted back to milliseconds) otherwise. Note that replication of CompressedPing is controlled by bShouldUpdateReplicatedPing, and if disabled then this will return 0 or a stale value on clients for player states that aren't related to local players |