Need Clarification about PING and Networking Emulation

I don’t know if I should report as a bug or if it’s something you have to know with Unreal Engine but PING is really confusing in UE. If you enable Networking Emulation only for Server with 100 ms incoming AND outcoming latency, the ping from playerstate is approx half of that value (50ms + deltatime). BUT if you create a code to know how many time it takes to get a response from the server it’s really 100ms.

The common definition of “Ping” is the measure of time for a packet to be send from a client to a server and back to the client (round-trip time). But the ping given by the engine is half of this value (one way time). Is it an issue with the Networking Emulation or UE use an one-way latency for Ping ?

Ping is supposed to be round-trip time, so it would actually be 200ms in this case.
It is divided by 4 to fit in a uint8 as a compression mechanism.

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Thanks a lot dude, you made my day. You’ve also right, I miscalculated ping with my experimentations. I wasn’t able to find this information, I’m surprised to be the first to complain about it …