I am not sure if Unreal Tournament exposes everything because AFAIK Epic uses OnlineSubsytemMCP which is not available for public use. IIRC Beacons are used to register their place on the server without really connecting/traveling to it because “real connect” requires full map load. With beacons, you can poll different servers to find out which one is the best or to get information about the server etc so that you really dont have to connect to a server. But before you do all that you need actual dedicated servers hosting sessions. For my game I am using Amazon EC2 servers and for matchmaking I use GameSparks . I also wrote a small article on how I did everything using GameSparks and Amazon EC2 (I used node.js for GameSparks request and spawning dedicated servers).
You can get article link in this thread
[ARTICLE] Explanation on how I used GameSparks Matchmaking and AWS Dedicated Server - Community & Industry Discussion - Epic Developer Community Forums
Big thanks, it will help a lot with setting everything up. Too bad there is little documentation about the whole OnlineSubsystem thing, it is confusing as how it supposed to be working.