Increase network buffer limit for an Actor representing many entities.

I’m not advocating RPCs to use. I’m just exploring the options. If we were to sync the starting locations of 1000 enemy, using replication - this would be a TArray of 1000 FVector_NetQuantize or something like that set as a Replicated property. Is this method unreliable behind the scenes but taken care of for us? (Eventually consistent?).

The Actor who owns the enemy is not expected to keep their locations in sync (although the spawning event will need to be coordinated) - we’re looking to replicate the Shepherds, not the Sheep in this respect - i.e keep targets in sync and use a consistent flow field on clients to keep them pathing when not pathing to a player.

Since this is very bespoke, I’ll also explore web sockets and a server method too.