I’m working on an RTS game to be playable in multiplayer mode, at least via LAN with 2 players. So far it works locally, I could test it only in PIE (no menu yet), and check data transfer by “stat net”. Depending on unit quantity, In Rate is between 25000-65000 bytes for 100-400 units respectively, and I really don’t know whether this is acceptable or not over a real network, and what other parameters should be checked carefully.
So I would be interested in your experiences, what can and what can definitely not work.
The units are actors using a custom pathfinder running on the server, just passing movement vectors by multicast RPCs, what can be optimized further (thus no CharacterMovementComponent magic used). Of course their skeletal mesh and capsule components are also replicated, plus projectiles (javelins, arrows), and there are some static stuff like buildings and resource objects.