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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.

AreaCurrent limit or constraint
Ability slots16 replicated slots per AbilitySystemComponent
Active effect slots16 replicated slots per EffectsContainer
Attribute entries32 networked entries per AttributeContainer
Equipment entries32 networked entries per CharacterEquipment
Gameplay tags in TagsContainer32 networked entries
Type-erased gameplay tag name64 characters
Generated tag-domain string capacityOne of 2, 4, 8, 16, 32, 64, 128, 256, or 512 characters
Inventory fragment payload64 network words in each occupied inventory entry
Attribute effect parametersFixed 256-byte storage; runtime capacity depends on entry size
Character trigger overlap tracking32 colliders per fixed query buffer
General World physics query buffer128 hits
Buffered diagnostics1000 messages before older entries are discarded
Travel readiness waits30 seconds for scene and local-player readiness
Projectile visual poolDefault hard capacity of 64 per prefab pool

Additional constraints:

  • only one EngineSettings default asset should exist in Resources;
  • 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 struct declarations;
  • replicated collection owners must be non-generic partial RedNetworkBehaviour classes;
  • network actor prefabs require NetworkObject and Fusion registration;
  • replicated gameplay timers must use Fusion TickTimer.

Do not design content exactly at a limit without testing overflow and failure behavior.

RedEngine Framework documentation