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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FNetPing
Implements storage and calculation duplicating original PlayerState ping code, for backwards-compatible/representative comparison.
| Name | FPlayerStateAvgStorage |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Net/NetPing.h |
| Include Path | #include "Net/NetPing.h" |
Syntax
class FPlayerStateAvgStorage : public UE::Net::FNetPing::FAverageStorageBase
Inheritance Hierarchy
- UE::Net::FNetPing::FAverageStorageBase → FNetPing::FPlayerStateAvgStorage
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PingValues | TSampleMinMaxAvg< EMinMaxValueMode::PerMeasurement > | Stores the final Min/Max/Current ping values | Net/NetPing.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CurPingBucket | uint8 | The current PingBucket index that is being filled | Net/NetPing.h | |
| CurPingBucketTimestamp | double | The timestamp for when the current PingBucket began filling | Net/NetPing.h | |
| PingBucket | PingAvgData | Stores the last 4 seconds worth of ping data (one second per 'bucket'). | Net/NetPing.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Reset() |
Resets values to their base stateFNetPing::FPlayerStateAvgStorage | Net/NetPing.h | |
void UpdatePing
(
double TimeVal, |
Receives ping updates for the client (both clientside and serverside), from the net driver NOTE: This updates much more frequently clientside, thus the clientside ping will often be different to what the server displays | Net/NetPing.h |