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RPC with large array property not delivering

Hi all. I'm trying to send a relatively large amount of data through a RPC from server to client and I believe I'm hitting a size limit for passing data through an RPC.

My project is a 2 player turn-based game similar to snooker, I have 10 balls in a simple custom physics sim that simulates for 4200 frames(10 balls for 7 seconds at 60 fps). I store positions for each frame in a 2D array and send the simulation back to clients. When the clients receive it they play it back interpolated to their local frame rate.
If I reduce the size by only simulating for 1 second the RPC arrives like it should.

Is there a hard cap set on the size of an RPC? If so, where is this set and is there anything I have to watch out for by increasing it? My project is primarily blueprint but i'm equally comfortable with a solution in C++.


EDIT: Just to clarify, this is occurring while playing in editor.

Product Version: UE 4.12
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asked Jul 07 '16 at 05:22 PM in Blueprint Scripting

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