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Replicated TArray crashed

This is the property that I want to replicated:

 UPROPERTY(Transient, ReplicatedUsing=OnRep_DepthFrameBuffer)
 TArray<uint16> DepthFrameBuffer;

the size of the array is 217088

When I run the game in the editor, the engine crashed in RepLayout.cpp:

 static bool ShouldSendProperty( FRepWriterState & WriterState, const uint16 Handle )
     if ( Handle == WriterState.Changed[WriterState.CurrentChanged] )

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:d:\UE4_DEPOT\Develop\UnrealEngine\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678] Array index out of bounds: 20491 from an array of size 20491

Is there anyone knows why? Is there any limit of data size for replicated properties?

Product Version: UE 4.9
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asked Nov 16 '15 at 09:31 AM in C++ Programming

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i am not completely sure, but it could happen because uint16 is not a BP supported type, so neither is TArray. Only BP supported types are replicatable. I might be wrong.

(this answer is for future readers, as the question was posted so long ago)

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answered Apr 16 '18 at 01:11 PM

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