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How is it that we still cannot get the right ping of a Steam session?

This question was originally posted in 2015, with OP and a bunch of other users saying that they couldn't get the right ping of a Steam session. 2018 is almost over and we still don't have a fix for this (actually this bug report states that it's a problem that's never going to be fixed), which is pretty disappointing, since it's basically unacceptable for a game to either:

a) hide the ping of sessions from players


b) display a ping of 9999ms

and it's been more than 3 years since this issue's first been brought up. How are we meant to make and release multiplayer games when we can't even display the right ping? The sad thing though is that this is somehow a resolvable issue because there have of course been games on steam using the engine (most notably PUBG, ark, etc) that display the right ping? What's going on here?

Product Version: UE 4.21
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asked Dec 08 '18 at 05:02 AM in Bug Reports

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avatar image Jeff A ♦♦ STAFF Dec 13 '18 at 10:02 PM


We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.



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It's not a bug on UE4 side but that what steam library, as when you use any OnlineSubsystem it is repocible to do all the server listing gives to UE4 and it described in detail here:


You can can try direclly ping the server, but to do that in blueprint you need plugin like this one:


Note that you should not relay on OnlineSubsystem session to get ping during the game, once you connected to server the job of OnlineSusbsystem is done. Inted you should use UNetConnection which provides all connection statistics, including Lag which is the same as Ping:


Problem is they only accessible via C++

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answered Dec 14 '18 at 05:03 AM

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avatar image cherking Dec 19 '18 at 10:30 PM

That is actually very helpful. Thanks for shedding some light on this issue. In my situation it's fine that it's only C++ since my project is in C++ anyways, but it is unfortunate that projects that are only in Blueprints will need to adapt further as well. Thanks for sharing this information!

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