# Using NetMulticast to send information to clients results in error: "Hit limit of 96 saved moves (timing out or very bad ping?)"

**URL:** <https://forums.unrealengine.com/t/using-netmulticast-to-send-information-to-clients-results-in-error-hit-limit-of-96-saved-moves-timing-out-or-very-bad-ping/389057>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [March 26, 2017, 7:20pm UTC](https://forums.unrealengine.com/t/using-netmulticast-to-send-information-to-clients-results-in-error-hit-limit-of-96-saved-moves-timing-out-or-very-bad-ping/389057 "2017-03-26T19:20:09Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Mans\_Isaksson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mans\_Isaksson](https://forums.unrealengine.com/u/Mans_Isaksson)\
**Post date:** [April 3, 2017, 5:49pm UTC](https://forums.unrealengine.com/t/using-netmulticast-to-send-information-to-clients-results-in-error-hit-limit-of-96-saved-moves-timing-out-or-very-bad-ping/389057/2 "2017-04-03T17:49:55Z")

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For anyone else who finds this, I’ve concluded that using RPC/Replication to send large amounts of data is not preferable so I’m gonna try using the built in UDP Socket system to send this information

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