Reliable buffer overflow - clients closing connection

I am getting the following warning and clients are closing connection with the server when playing from the internet:
Warning: Closing connection. Can’t send function ‘Server_SetMovementState’ on ‘Helicopter_BP_C_0’: Reliable buffer overflow. FieldCache->FieldNetIndex: 3 Max 4. Ch MaxPacket: 512.

I’m using my own implementation for movement replication, so I’m calling RPC inside tick function in order to send movement state (location, rotation, velocity, etc), is it a bad idea? could it be the cause of overflowing the net buffer? by the way, the net update frequency is set to 100.

By looking at the IN and OUT Rates with the “Stat Net” command, there isn’t anything above 17,000.00 bytes and after a couple seconds it drops to 5,000.00 or so. Is it too large for an online game?

Ps.: I’ve tested it previously in LAN and it works just fine.

Issue solved by marking the respective RPC “unreliable”.

Original solution provided by this cool dude: Networking - server and clients bandwidth - C++ Programming - Unreal Engine Forums

The link above is not working. This is the post mentioned: Networking - server and clients bandwidth