Im replicating my crowd via a single actor-manager that stores all the data about my entities. The more entities I have, the rarer this replication happens for some reason (I’m using OnRep event to check the delta time between updates, with 100 entities it’s around 0.03s, with 1500 entities it’s 0.5s)
The total amount of data that’s being replicated in a single go in worse case scenario is 80k bits (10kb).
The array I use only replicates dirty indices, and stores dirty indices as bitflags, so it’s insanely optimized.
What might be the issue? I’ve tried quite literally everything I could, disabling bandwidth throttling doesn’t help. Have anyone faced such issue? Any solutions?
Try checking the network profiler to see what is saturating your network bandwidth
External video not affiliated with epic games showing the process:
You should be a able to deduct what is being passed along in the network code.
For more data replication I would suggest looking into Fast TArray Replication and net quantized versions of transforms (location & rotation), if more data compression is needed.
I do use fast array replication already yeah, unreal just throttles my network despite the huge limits i had set. And my network consumption isnt crazy, 500k bits per second (60KB per second). Thats the only actually working solution i came up with
so the solution is to fake the bandwidth usage? (like you don’t use it all?) thats probably can have negative consequences or those QueuedBits don’t affect it? what about reaching the bunch limit? i mean if your array is huge will it trigger asserts? or is the data somehow out partitioned?