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Replicating big Subobjects

I am trying to replicate a Subobject that only inherits from UObject.

I followed the tutorial in the Unreal-Wiki here: https://wiki.unrealengine.com/Replication#Advanced:_Generic_replication_of_Actor_Subobjects

The basic setup is the same: I have an Actor class that contains, among other properties, a pointer to an UObject. This object should be replicated over the network as well.

However, it is really big. It basically contains all information about the landscape (aka. Terrain, Map) as well as Spawn information where new players will be placed. This data will only be changed when the server decides to load a different map from the filesystem while all everyone is waiting in the Lobby. It won't change during gameplay.

However, when I start the game, I get the following error messages in the Output Log:

LogNetPartialBunch:Error: Final partial bunch too large

LogNetTraffic:Error: UChannel::ReceivedRawBunch: Bunch.IsError() after ReceivedNextBunch 1

What exacly does this mean and how can I resolve this issue?

Product Version: UE 4.13
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asked Sep 24 '16 at 03:12 PM in C++ Programming

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avatar image Rumbleball Apr 05 '17 at 02:17 PM

Working with TArrays and replication. Sometimes it wenns well, sometimes not. Not sure whats the issue here. Getting that error as well ... sometimes ...

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