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).
Expected behavior
I expect Player:GetNetworkPing() to respect the value of Incoming Replication Lag.
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.
Hmm correct me if I am wrong, but would it be possible as a temporary solution to add the repLag value to the Player:GetNetworkPing()
So if you have set replag to be 5 seconds delay you just do
return Player:GetNetworkPing() +5
Thanks for bringing this to our attention, and sorry for the late reply! @XAXA is correct; this is by design. You can read the comment they linked for more details. We don’t have plans to change the existing API, but you can file a feature request for a new one if this is something you would like to see implemented!