Come Learn Blueprint Multiplayer with me! (aka 's a Glutton for Punishment)

This is awesome, my pawns are replicating just fine, but i can’t stop thinking about setting transform inside the tick function and sending it to all clients… even tough using quantized rotators and etc.

Imagine I have a powerfull server which produces a ruge amount of frames per second… isn’t it flooding the network?

Have you guys found a better approach to it?