What is a Reliable buffer overflow, and how can I address this?
[2016.08.03-22.42.56:228][530]LogNet:Warning: Can’t send function
‘Client_OnChampionHit’ on
‘NBT2PlayerController_4’: Reliable
buffer overflow.
FieldCache->FieldNetIndex: 108 Max
172. Ch MaxPacket: 512 [2016.08.03-22.42.56:262][531]LogNet:Warning: Closing connection. Can’t send
function ‘Client_ChampionUpdateHealth’
on ‘NBT2PlayerController_4’: Reliable
buffer overflow.
FieldCache->FieldNetIndex: 90 Max 172.
Ch MaxPacket: 512.
I have the same problem,And search the source. I guess is the limit on reliable out packets size,but i do not know why.
Fighting this issue right now as well. Not even sure if this comes from the server or the client.
LogNetPartialBunch:Warning: SendBunch: Reliable partial bunch overflows reliable buffer! [UActorChannel] Actor: Paint_Spline /Game/PaintWorld/Maps/UEDPIE_1_TestMap.TestMap:PersistentLevel.Paint_Spline_2, Role: 3, RemoteRole: 1 [UChannel] ChIndex: 43, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:53106, Name: IpConnection_13, Driver: GameNetDriver IpNetDr
iver_12, IsServer: YES, PC: PaintProjectPlayerController_1, Owner: PaintProjectPlayerController_1
LogNetPartialBunch:Warning: Num OutgoingBunches: 267. NumOutRec: 0
LogNetTraffic:Warning: -------------------------
LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 127.0.0.1:53106, Name: IpConnection_13, Driver: GameNetDriver IpNetDriver_12, IsServer: YES, PC: PaintProjectPlayerController_1, Owner: PaintProjectPlayerController_1, Channels: 44, Time: 2017.04.11-10.31.46
LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:53106, Name: IpConnection_13, Driver: GameNetDriver IpNetDriver_12, IsServer: YES, PC: PaintProjectPlayerController_1, Owner: PaintProjectPlayerController_1
LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.33, Realtime: 8.54. IpNetDriver_13
LogNet:Warning: Network Failure: GameNetDriver[FailureReceived]: Outgoing reliable buffer overflow
LogNet:Warning: Network Failure: GameNetDriver[FailureReceived]: Outgoing reliable buffer overflow
LogNet: NetworkFailure: FailureReceived, Error: 'Outgoing reliable buffer overflow'
LogBlueprintUserMessages: [BP_PaintProjectGameInstance_C_15] Client 1: NetworkError:
Failure Received
LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 127.0.0.1:7777, Name: IpConnection_12, Driver: GameNetDriver IpNetDriver_13, IsServer: NO, PC: PaintProjectPlayerController_0, Owner: PaintProjectPlayerController_0, Channels: 43, Time: 2017.04.11-10.31.46
LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:7777, Name: IpConnection_12, Driver: GameNetDriver IpNetDriver_13, IsServer: NO, PC: PaintProjectPlayerController_0, Owner: PaintProjectPlayerController_0
LogNet:Warning: Network Failure: GameNetDriver[ConnectionLost]: Your connection to the host has been lost.
LogNet:Warning: Network Failure: GameNetDriver[ConnectionLost]: Your connection to the host has been lost.
LogNet: NetworkFailure: ConnectionLost, Error: 'Your connection to the host has been lost.'
LogBlueprintUserMessages: [BP_PaintProjectGameInstance_C_15] Client 1: NetworkError:
Connection Lost
As it turns out, a Bunch is created for an actor, containing (i gues) everything that needs to be send to the client. If that bunch is to big (> ~4000bytes) the Bunch is split into PartialBunches. If the following condition is met:
if (Bunch->bReliable && (NumOutRec + OutgoingBunches.Num() >= RELIABLE_BUFFER + Bunch->bClose))
you will receive that error.
RELIABLE_BUFFER = 256
Keep in mind that property data of an actor is always reliable.
You can as well have a look here: Forum Thread