REALLY Slow Replication Even When Playing Locally 4.25

I recently upgraded my project from 4.22 to 4.25 and it is now unplayable because actors are taking up to 15 seconds to replicate. In my game, two bases are spawned at the beginning of the match. While testing it, each one had about 15 actors being spawned. About half of the actors are replicated within the first 200 milliseconds of them being spawned on the server but then, there is about a 10 - 15 second delay before the rest are replicated to the client. I am also experiencing a lot of rubber banding while moving. All of this is happening while running PIE as a client with two players. I am consistently getting 60 fps so it is not an issue with the application running slow.

I created a blank project to test replication by spawning multiple of an actor with just a cube and it print string that prints the time on begin play. Here are the results I got from checking the replication delay in 4.22 vs 4.25

303738-replication-delay.jpg

In 4.25, replications take exponentially longer when there are more going on. In 4.22, it linearly increases. I think this exponential increase in replication time could be the cause of the problems I am having with 4.25.

I’m seeing this as well and it’s blocking me from moving to a newer version

It works now! Thanks for the help

Try changing your rate speeds. I think the defaults might have changed. Create the categories if missing.

DefaultEngine.ini

 [/Script/OnlineSubsystemSteam.SteamNetDriver]
 NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
 MaxClientRate=100000
 MaxInternetClientRate=100000
 
 [/Script/OnlineSubsystemUtils.IpNetDriver]
 MaxClientRate=100000
 MaxInternetClientRate=100000
 
 [/Script/Engine.Player]
 ConfiguredInternetSpeed=50000
 ConfiguredLanSpeed=50000

Worked for me as well, thanks

Hit it with those upvotes :slight_smile:

Worked for me too! Thank you BenVlodgi!

To fix lag and rollbakcs in editor you need set the valors in SourceCode\You Engine Version\Engine\Config\BaseEngine.ini

[/Script/OnlineSubsystemSteam.SteamNetDriver]
  NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
  MaxClientRate=100000
  MaxInternetClientRate=100000
  
  [/Script/OnlineSubsystemUtils.IpNetDriver]
  MaxClientRate=100000
  MaxInternetClientRate=100000
  
  [/Script/Engine.Player]
  ConfiguredInternetSpeed=50000
  ConfiguredLanSpeed=50000

I’m running into the same exact issue. I have an online multiplayer game that is on Steam. And, it was working perfectly.
Then, when I upgraded from 4.21 to 4.25 it clients are not moving. After further investigation, it appears to be caused by replication not being synching properly with the server.

Thank you sooooooo much for this!!! I’ve been struggling with it for over two weeks now…
It is working when launched from the Editor as Stand Alone sessions.
However, it is still broken and not working (super lagging) when the game is packaged then launched from the executable.
Do you have any ideas on how to remedy this?

Add the following lines to Project\config\DefaultGame.ini, and it fix the lag in the Packaged version:

[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=6000000
MaxDynamicBandwidth=800000
MinDynamicBandwidth=4000

Thank you so much to OP (for posting this), BenVlodgi, Sigwar, and zgzg2020. I’ve had this lingering issue for some time now and I was worried that I was “replicating too much”. Disabling replication on one particular component (for my player inventory) was resolving the lag, but I really saw no reason for it because there really isn’t that much data in it. Just a few arrays and basic variables. Adding these entries got everything working SMOOTH. Thank you all!