Replicating lots of information


I’m trying to replicate leap motion transforms for a mulitplayer VR game. If I set up a Multicast event with reliable checked the transforms are replicated perfectly, but after a few minutes the server will crash or kick the clients with an error message about the Replication Cache being full.
To solve this, I marked the event as unreliable, but this means that the transforms are only updated every few seconds and looks really bad. I tried interpolating from the previous transforms to the current ones but it looks robotic and unconvincing.
Is there a compromise to be had somewhere here?
I could make sure that the replication happens reliably every x amount of frames but this looks slow and seems like a bit of a hack. Ideally I’d like the event to happen reliably, but for the server to just drop the lost frames if the replication cache gets full