Hello,
I have a question regarding the replication of a TArray. We have to replicate this array at runtime and there is no way around that, because it is generated from external data over which we have no control.
Currently I replicate the Array to the server with an “On Server” rpc event and from there on in a multicast to all players. If I do this I get sometimes the error. The error appears on client side a freezes the client after that.
[2021.09.17-08.40.44:123][ 30]LogNetTraffic: Error: UChannel::ReceivedRawBunch: Bunch.IsError() after ReceivedNextBunch 1
The structure which I replicate in the array is:
USTRUCT(BlueprintType)
struct FSingleCableData
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Parser")
TArray<FVector> points;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Parser")
float Thickness;
};
TArray<FSingleCableData> array;
The event is set to reliable.
This error only appears on some clients and I have no real idea how to tackle it.