Ghostfield uint setting to 0 between server and client

Hi there,
I am trying to write a networking system which updates a component every x number of ticks. The way I set this up is I have a component on a predictive entity on the client and on the server which has a ghostfield “last tick updated” value. On the server, when it’s been x number of ticks since the last tick updated, I update all component values including the “last tick updated” value. Then on the client I just check if “last tick updated” is equal to a separate component holding a saved “last tick updated”.

This works fine until I hit about 800 entities updating every 600 ticks on a 60 tick rate server. At which point some of my other ghostfield component values are coming into the client world as 0. I have debugged and confirmed that the values are being set correctly on the server world. This has been happening to me with uints, though I haven’t tested it with other value types. Does anyone know why this is happening? Could this be a consequence of how I have set up my networking?

My overall goal is to create a deterministic simulation in which entities sync at varying tick intervals depending on distance from the character and other values. If am going about this completely the wrong way, please let me know.