Database, lobby and other service scaling for the Unreal Server in production, has anyone done it?

I’ve been reading up on the Unreal Server & AWS Game Lift as a scalability service for the Unreal Server. It seems pretty straight forward and I can see it being a fine solution for scaling the matches themselves.

So my question focuses more on the pluggable components of Unreal that provide supporting services such as MySQL (So you can do any variety of persistence/account tasks), lobby, chat, authentication, etc. Plugins available for these all look fine for development, but do any of them scale in production? By production, I’m talking about numbers of concurrent players on par with games such as Overwatch, Dota 2, World of Tanks, etc.