What are some inbuilt mechanisms by which UE4 decreases the amount of total bandwidth used in replication behind the scenes?
For example. we know from documentation that server only sends a property update when it changes on the server.
But that’s the only one I know of and had questions about other techniques that seemingly might be already in use or might not be.
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Are bitfields used for sending multiple bools for same class? e.g packing 5 bools into a 8- bit integer instead of 5 bytes for each bool and send it over network and unpack on receive?
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Does UE4 skips the parameter on a RPC if the passed argument was the default argument (as default argument will always be known by client), for this situation currently I emulate it by using two functions one with parameter and one without it.
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Are multiple RPC calls in same tick grouped as a single packet with no of calls instead of a separate packet for each call?
As you can see I want to know about some of the salient features like this