RPC optimisation

Hi, I have a world divided into chunks. On each chunk, player can place items. Items can also be spawned by world generator, so there can be plenty of them in one chunk(These aren’t minecraft like chunks, with items nicely placed next to each other. Its based on Instanced static mesh, and so, can be placed anywhere). Each placed item is just struct: Item name + Item location. When player enter the chunk, the RPC with all the items is send to him, and this can be massive. How can I optimise it? Are there ways of compression for sending big arrays(e.g. 500 vectors)?

I suggest you look at FVector_NetQantize for 500 elements it might not be a crazy amount of data sent, double check using network profiler.

Another way to optimize is to divide the data over multiple RPCs.

1 Like