Initial actor replication optimization
We have been doing some networking optimization for our application and found that spawning a single blueprint with a static mesh requires ~200 properties to be replicated according to the network profiler. In levels with lots of spawned actors (we have dynamic level generation) clients can disconnect immediately after joining because the initial replication of all those properties overflows the reliable call buffer.
Is it possible to limit what is being sent on that initial call. 200 properties seems like a lot more than required for a barrel.
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