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]
- INI Section:
/Script/Engine.PlayerCameraManager
- Raw value:
2.0
- Is Array:
False
#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;
}
}