ServerUpdateCameraTimeout

ServerUpdateCameraTimeout

#Overview

name: ServerUpdateCameraTimeout

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:3325, section: [/Script/Engine.PlayerCameraManager]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Camera/PlayerCameraManager.h:601

Scope (from outer to inner):

file
class        class APlayerCameraManager : public AActor

Source code excerpt:

	 */
	UPROPERTY(Config)
	float ServerUpdateCameraTimeout;

public:

	/**
	 * Performs per-tick camera update. Called once per tick after all other actors have been ticked.
	 * Non-local players replicate the POV if bUseClientSideCameraUpdates is true.

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/PlayerCameraManager.cpp:817

Scope (from outer to inner):

file
function     void APlayerCameraManager::UpdateCamera

Source code excerpt:

				int32 const PrevCompressedRotation = (PrevShortYaw << 16) | PrevShortPitch;

				if ((CompressedRotation != PrevCompressedRotation) || !ClientCameraPosition.Equals(PrevClientCameraPosition) || (TimeSinceLastServerUpdateCamera > ServerUpdateCameraTimeout))
				{
					PCOwner->ServerUpdateCamera(ClientCameraPosition, CompressedRotation);

					TimeSinceLastServerUpdateCamera = 0.0f;
				}
			}