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Get session ping on current player

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    Get session ping on current player

    I am trying to show the ping of the connected player on the current session I cant find any documentation on that.
    Anyone know how it can be done?

    #2
    Here are the code I am trying to get done but it doesn't work correctly... I need to get the current player to display ping but when a client joint the server its his ping showing up on the server and the client.

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      #3
      You need to use an advanced session to take ping
      Here mine in a HUD:

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        #4
        I cant use advanced session because when I try to package my project I got some error... and the code I use can display ping but only from the last connected client. what I am trying to do is to get the current client connected like player ID but my player ID function doesn't work correctly I can see what is happening, I increase the player ID by 1 each time a new client connect the server so when I start the server the server show ping 0 and when a client connect the server show about 15 same thing with the client connected. Epic Game should add a node in blueprint to get the connected player ID.

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          #5
          Well my player ID function seems to work fine I get Server 0 and client 1 I think the problem come from the UI itself... I add child of it for each character and fill it by the player save game like avatar images, player name etc.... it also refresh if a player joint or quit the game. I think that the value of the ping is updating simultaneously on all widget child by the last connection. but if it was the case I should have ping 0 on the server for both and a higher number on the client on both. Now I'm not sure where the problem come from...
          Last edited by brahoule; 03-26-2018, 01:56 AM.

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            #6
            I used a Get(Copy) instead of for each loop and now the server show ping 0 and the client show ping 10 its not completely fixed but I'm close... now I need to separate the value of all child widget. not sure how it can be done.

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