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    #61
    In the tutorial you host your servers locally how would that work for when we wan´t to invite friends or others into our games?

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      #62
      Is there a way to not use your servers and use our own?
      We were exploring using Unreal for our next MMO after seeing Fortnight but this thread has really made us step back due to the constant mentioning of the 'limitations' that the engine has.

      The 'engine' our current games is using was developed over 15 years ago and took quite a while to complete. We were looking at Unreal in order to speed up development of our game and implement it with the latest graphics much faster than we had done before. When you get my age, you just want to work smarter. These tools seem like a big plus that they would make things much faster to develop, but now we are questioning if the engine is even capable of doing what we require.

      A single dedicated server hosted in a Tier III data center is a linux machine with dual E5-2650 (24 cores total) and 64GB memory.
      We run 20 persistent world maps and 46 squad based 'instances'.
      We are in the process of adding 12 more world maps and 7 more instances.
      10TB bandwith
      We have just over 4500 accounts/players
      At any one time we never have over 500 players but could easily handle 1000.
      We have separate servers for website and patch server

      Am I right in assuming at this point that Unreal is unable to handle multiple world maps and 500-1000 players on a single server?

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        #63
        Originally posted by kenreed View Post
        Am I right in assuming at this point that Unreal is unable to handle multiple world maps and 500-1000 players on a single server?
        I would suggest that SpatialOS is worth looking into for you, if you haven't already, and the new "Replication Graph" is something you will want to check out. Those sort of numbers are not something that you would do on an unmodified ue4....

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          #64
          Originally posted by BraindeadFounder View Post
          In the tutorial you host your servers locally how would that work for when we wan´t to invite friends or others into our games?
          Hosting servers locally is purely for development. Once your dev and testing is complete, the servers are managed dynamically by the backend.

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            #65
            Originally posted by kenreed View Post
            Am I right in assuming at this point that Unreal is unable to handle multiple world maps and 500-1000 players on a single server?
            Sadly, no. You need to either use a service like gozu mentioned, or do horizontal scaling like you are currently doing. Take a look at the multiplayer scaling video I linked on page 4 for more information about how we do scaling on the uetopia backend.
            Last edited by UETOPIA; 11-18-2018, 01:30 PM.

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              #66
              Originally posted by kenreed View Post

              Is there a way to not use your servers and use our own?
              You can use your own servers (or any third party servers), but you miss out on all of the server management features of the backend.

              It appears that your game is match based. If so, it might be worth looking into pro/eSports for managed matchmaker which will scale automatically.

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