Code: Select all
replication
{
reliable if(Role<Role_Authority)
Ping;
reliable if(Role == Role_Authority && bNetOwner)
Pong;
}
If this happens less often than the actors themselves replicate, then the timing will be off. If you are aiming at another player, but they get replicated before the pong happens, then the compensation doesn't match up anymore. It will be close, but not perfect. You will have to lead your targets. The point of UTComp net code is so you don't have to do that.
Since there isn't much data to replicate (two function calls) it really shouldn't bog down the server to have a higher frequency.