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

**URL:** <https://forums.unrealengine.com/t/hit-limit-of-96-saved-moves-timing-out-or-very-bad-ping/1763291>\
**Category:** Programming & Scripting\
**Tags:** Replication, rpc, unreal-engine, CPP, question\
**Created:** [March 20, 2024, 12:39pm UTC](https://forums.unrealengine.com/t/hit-limit-of-96-saved-moves-timing-out-or-very-bad-ping/1763291 "2024-03-20T12:39:38Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![qimby123](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@qimby123](https://forums.unrealengine.com/u/qimby123)\
**Post date:** [March 20, 2024, 12:39pm UTC](https://forums.unrealengine.com/t/hit-limit-of-96-saved-moves-timing-out-or-very-bad-ping/1763291/1 "2024-03-20T12:39:38Z")

</div>

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.

```auto
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.

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/7/6/d761a5a6afa48fec0b2827a7b66b34fc583518c0.jpeg "Задержка репликации персонажей") ](https://www.youtube.com/watch?v=qMM_WCUK-Jk)

also a warning appears (

> CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
> 
> ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/d/2/8d2ce38463cdf24926e1ff84eaa2d5362536f055.png)

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