This is not specific to Blueprints, but not sure where else to post this. Maybe AnswerHub would be better, but I never know what to post there or here anyway.
I’ve set up a basic scene with 30 AI actors that just wander around. Their behaviour tree literally consists of wait 1 second, choose random location, move to that location and repeat.
The problem is that when I run two clients (one listen host and one client), the second client has very poor movement for the AI actors. Their movement is jumpy and they will warp around rather than moving smoothly. On the host it is perfect, they move very smooth.
Here is a screen shot of the Stat Net console command running.
Firstly, I notice that the In Rate (bytes) hovers around 10,000. Tipping over and under it by about ±100 bytes. I just happen to grab a screen shot while it was on exactly 10,000. I’m guess this means it is hitting a hard limit of 10,000 bytes, therefore saturating the connection. I remember reading somewhere that the network connection is capped at 10kb/s so that would explain that. However the second thing I notice is that Saturated is at 0, which is odd. I would assume that if the connection is saturated, then this should be 1?
However, all of this doesn’t explain one simple question. Why on earth is 30 AI actors seemingly saturating the connection (if that is what is happening)? How could they possibly be using 10kb/s!?!? Surely UE4 is not that inefficient? Something has to be wrong right?