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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]

Product Version: Not Selected
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asked Nov 12 '14 at 12:52 PM in Bug Reports

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avatar image Jonathan Dorman STAFF Jan 30 '15 at 10:59 PM

Hey Elvince, are you still having trouble with this issue?

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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.

Michael Brune

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answered Nov 13 '14 at 07:06 PM

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avatar image Elvince Nov 14 '14 at 09:45 AM


I was not clear in my question. I already know that I have to multiply by 4 to get the "replicated ping". My issue is that even multiply by 4, the discrepancies is a ratio of 1 for 2 (like 40 and 80ms). This is why I raised this.

Have you tried that on your side? Does the ping on the Server & Client match with a 5% error margin?


avatar image MJBrune Nov 16 '14 at 10:25 PM


Loading up shooter game and my own game. I've tested this without seeing the same results. My pings are usually equal.

Regards, Michael Brune

avatar image Elvince Nov 17 '14 at 01:09 PM

Thanks for the update. Might be something on my side. I will look in shootergame for this and see how it behave.

In fact, by doing some network testing with latency on my game, I saw that my initial thought was wrong, it's not a "2x" ratio but seems to be a nearly fixed dependency of 30ms. I'm suspecting that it's like a frame time. I need to do another test to see if the ping discrepancy is linked to the Frame rate.


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