Quick answer: Unreal Mass Entity replication producing 4KB-per-tick packets when only 100 entities updated? Batch size capped too high - tune mass.Net.MaxEntitiesPerBatch.

1000 mass-entities; 100 update per tick. Each batch is 4KB even though deltas are small.

Tune batch size

mass.Net.MaxEntitiesPerBatch 32

Smaller batches = more packets, each fitting MTU better. Eliminates fragmentation latency.

Use delta encoding

Mass supports delta-replicated fragments. Mark with the delta trait; replication sends differences only.

Profile per-system bandwidth

NetProfile breaks down by source. Mass should be one row; sudden growth = batch tuning needed.

“Mass scales well by default. Replication scaling needs explicit tuning.”

Run Mass at expected entity counts on a network simulator. Bandwidth costs surface; tuning becomes informed.

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