Unreal Engine does not guarantee that all actors replicate during a network update. This is due to the restricted nature of networking resources. A primary limiting factor is a connection's bandwidth. The bandwidth of a connection is the maximum data transfer capacity of that connection. A connection becomes saturated when the connection exceeds its capacity. When a connection is saturated, Unreal Engine’s replication system uses a load-balancing technique that assigns all actors a numerical priority. This priority gives each actor a fair share of the available network bandwidth resources based on how important the actor is to gameplay. Actors with higher relative priority are those that are more important to replicate, so they receive more bandwidth for replication.