Quick answer: Unreal Blueprint Set Array Element on a replicated array sending the whole array each change? Set Elem is treated as full-array dirty - convert to FastArraySerializer for delta replication.
Inventory updates one slot. Network sends the entire 200-slot inventory. Per-mutation cost: 8KB.
Migrate to FastArraySerializer
C++ refactor: derive items from FFastArraySerializerItem; container from FFastArraySerializer. Per-item dirty becomes possible.
MarkItemDirty per mutation
After modifying an item, call MarkItemDirty(Item). Replication sends only that item.
Or batch mutations
If migration is too heavy, batch frequent updates into one per second. Bandwidth cost drops; latency increases.
“Replicated arrays default to full-dirty. Delta replication is an explicit upgrade.”
For any replicated collection over ~10 items, FastArraySerializer is worth the C++ refactor. Bandwidth savings compound over a session.