Why framerate low on Motion Controller replication ? (VR Network multiplayer)

Hello,

I spawned meshes on the server in order to make them stick on the client motioncontroller position.
It works well minus one little problem, the refresh rate on the connected client is way lower compared to the server/client one. Makes it unplayable.

I upload the motion controller position over an “owning client event”, and then call an “on server event” to update his position on the server mesh. (Attached files)

Do you got any idea why i got a so low framerate ?

My DefaultEngine.Ini Modification to speed up the network

[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=6000000
MaxDynamicBandwidth=800000
MinDynamicBandwidth=400000

[/Script/Engine.Player]
ConfiguredInternetSpeed=500000
ConfiguredLanSpeed=550000

[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=1500000
MaxInternetClientRate=1000000

Look at robo recall for ideas.
I’m gonna make a tutorial after a few more tests. But if you look there you’ll notice that they make a child motion controller that has replication built in. Then use they’re child for the motion controller component instead of the one provided by epic.
Works great, just needs a few changes to make it work.