`Player:GetNetworkPing() ` returns 0 despite the value of Settings.IncomingReplicationLag

Reproduction Steps:
Go to Studio Settings > Network > Incoming Replication Lag and set it to a value higher than 0.
Playtest and print Player:GetNetworkPing(), it will return 0 (This happens for server side and client side calls).

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Expected behavior

I expect Player:GetNetworkPing() to respect the value of Incoming Replication Lag.

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Found someone internally, we’ll get back to you when we have an update!

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Hey, bumping this back up as this is really inconvenient when testing stuff, and results in a lot of lost time for us (given how you’re forced to go into an actual game server to test anything ping-related).
Hopefully this can get looked at soon.

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