Hit limit of 96 saved moves (timing out or very bad ping?)

Hi everyone, please help me. I’m trying to add multiplayer support to the generation plugin. I’m trying to send from the server to clients information about generation, I break this information into parts, as it exceeds 64kb and send it to PlayerControllere in a tick, I do it as follows.

void AWFCPlayerController::TickTransfer()
{
    if (!HasAuthority()) return;

    UNetConnection* netConnection = GetNetConnection();
    if (netConnection == nullptr) return; // No net connection yet

    TArray<uint8> ChunkBuffer;
    UActorChannel* Channel = netConnection->FindActorChannelRef(this);

    DequeueData();

    if (DataChunksToSend == 0)
        return;

    if (DataChunksSent < DataChunksToSend && Channel->NumOutRec < (RELIABLE_BUFFER / 2))
    {
        ChunkBuffer.Reset();
        ChunkBuffer.Empty();

        const int32 StartIndex = DataChunksSent * MaxBytesPerRPC;
        const int32 NumElements = FMath::Min(MaxBytesPerRPC, Data.Num() - StartIndex);

        ChunkBuffer.Append(Data.GetData() + StartIndex, NumElements);

        ClientReceiveData(ChunkBuffer);

        DataChunksSent++;
    }

    if (DataChunksSent >= DataChunksToSend)
    {
        ClientNotifyAllDataReceived();
        Data.Empty();
        DataChunksSent = 0;
        DataChunksToSend = 0;
    }
}

Everything is sent, but after that there is a delay in replication of the character movement.

also a warning appears (

CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)

How can this be solved or can you suggest a better approach? Thanks!