I’ve set the variables in the following config files to larger values:
DefaultEngine.ini:
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=80000
MaxInternetClientRate=80000
BaseGame.ini:
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=600000
MaxDynamicBandwidth=80000
MinDynamicBandwidth=4000
But with just two players, the max data rate per connection seems to be 10,000B/s no matter what I set them to,
and variables stop replicating when the data rate excedes this value.
Having checked some values at runtime, all of the above variables have been read from the config files, also AGameNetworkManager::CalculatedNetSpeed() returns the correct value, in this case 80,000.
From furthur investigation, UPlayer::CurrentNetSpeed seems to always be at 10,000, which I guess is where that number is coming from (I don’t know why CurrentNetSpeed is 10,000 though…), and I therefore also asume this to be the variable that ultimately limits the data rate for each player.
I can’t pretend to understand the whole system for determining the data rate cap, but I suspect UPlayer::CurrentNetSpeed is supposed to be set to the return value of AGameNetworkManager::CalculatedNetSpeed(), or something like that, so I think this could be a bug.
In any case, as a workaround, I am just manually setting UPlayer::CurrentNetSpeed to AGameNetworkManager::CalculatedNetSpeed(), which has the desired effect, even if it’s a bit hacky, but if this is a bug, I thought you might want to know about it.
Thanks,