Ping not coherent between server & client
If you look at the ping on the client and on the server, you don't have the same value (in PIE, I have an overrall ratio of 1 for 2).
On the client, I'm drawing the value of : PlayerState->ExactPing and on the server I'm using PlayerState->Ping*4.
Is there any explaination of this discrepancies or is it a bug?
[Edited to highlight the fact that I display the replicated ping * 4]
ExactPing is Ping * 4. The discrepancy isn't a bug but a feature. Ping is for replication as its an uint8 and ExactPing is a float. 3 bytes more than Ping. Thus ExactPing is for display and Ping is for replication. Please see https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/APlayerState/index.html for reference.
answered Nov 13 '14 at 07:06 PM
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