`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.

6 Likes

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

4 Likes

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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Indeed, having the same issue here !

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

This still seems to be broken!

Also linking player:GetNetworkPing() returns IncomingReplicationLag when called in-studio

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