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Limits
RedEngine uses fixed capacities where network layouts must remain deterministic. Treat these values as part of the current runtime contract and verify them again when upgrading.
| Area | Current limit or constraint |
|---|---|
| Ability slots | 16 replicated slots per AbilitySystemComponent |
| Active effect slots | 16 replicated slots per EffectsContainer |
| Attribute entries | 32 networked entries per AttributeContainer |
| Equipment entries | 32 networked entries per CharacterEquipment |
Gameplay tags in TagsContainer | 32 networked entries |
| Type-erased gameplay tag name | 64 characters |
| Generated tag-domain string capacity | One of 2, 4, 8, 16, 32, 64, 128, 256, or 512 characters |
| Inventory fragment payload | 64 network words in each occupied inventory entry |
| Attribute effect parameters | Fixed 256-byte storage; runtime capacity depends on entry size |
| Character trigger overlap tracking | 32 colliders per fixed query buffer |
General World physics query buffer | 128 hits |
| Buffered diagnostics | 1000 messages before older entries are discarded |
| Travel readiness waits | 30 seconds for scene and local-player readiness |
| Projectile visual pool | Default hard capacity of 64 per prefab pool |
Additional constraints:
- only one
EngineSettingsdefault asset should exist inResources; - a gameplay scene must contain exactly one authoritative game mode;
- only one travel is processed at a time; later requests queue;
- a concrete subsystem exists once per owning game instance or world;
- gameplay-tag structs must be top-level
readonly partial structdeclarations; - replicated collection owners must be non-generic partial
RedNetworkBehaviourclasses; - network actor prefabs require
NetworkObjectand Fusion registration; - replicated gameplay timers must use Fusion
TickTimer.
Do not design content exactly at a limit without testing overflow and failure behavior.