When the logic and calculation of the server we designed become more and more complex, the CPU may not be able to calculate in high concurrency scenarios. UE has no such thing as Compute Shader in Unity. GPU is used for client render.
However, the server does not need to render, but it may have a GPU, and the GPU may be more efficient than the CPU when the amount of data is large. For example, if there are thousands of players and tens of thousands of Actors, it may be unrealistic to use CPU to calculate PhysX. However, PhysX of UE is calculated by CPU by default. In addition to PhysX, there may be several hundred thousand Actor floating point numbers plus a value (such as time). Can the UE write GPU compute code on a dedicated server?