I’m using my own implementation for movement replication, so I’m calling RPC inside tick function in order to replicate movement state (location, rotation, velocity, etc), would it flood the net buffer even if the net update frequency is set to 100 or below?
I’ve tested it previously in LAN and it works just fine. If the server has good internet connection it works good too, but if it has not, clients join and after a sec they disconnect.
How many bytes would be an acceptable IN and OU rates for an online game (“Stat Net” command)?
I am getting the following warning and clients are closing connection with the server when playing from the internet:
Warning: Closing connection. Can’t send function ‘Server_SetMovementState’ on ‘Helicopter_BP_C_0’: Reliable buffer overflow. FieldCache->FieldNetIndex: 3 Max 4. Ch MaxPacket: 512.