Latent events: TriggerLatentServerEvent & TriggerLatentClientEvent
A regular TriggerServerEvent hands the whole payload to the network layer in one shot. For small messages that is fine. For big tables, image buffers, or character export blobs, that single burst can stall a player's connection long enough to time them out. Latent events stream the same payload at a controlled rate, in bytes per second, so the connection keeps breathing while the data trickles across.
Build it
Make the resource folder
Inside your server's resources folder, create this folder:
resources/qu_latent_events