I was looking on the Net and find only few informations so I want to ask my self on the forum.
Is Unreal Engine able to hold Multiplayer game (4-6 players) on a Huge map? Maybe half of Arma III size. As far as I know UE4 allow to make 10km^2 on single landscape right? It will work well if I create 9 landscapes and make a Grid 3x3 of them?
There is also World Composition User Guide | Unreal Engine Documentation - but i read a text about Multiplayer.
***Big Worlds and Multiplayer
Right now world origin shifting is not supported in the multiplayer games. Here are two solutions that can be implemented for your specific needs:
Implement your own server solution. MMO licensees mostly do this.
Implement some layer between clients and unreal dedicated servers which will transform shifted absolute positions from the clients and route them to the right dedicated server, which only holds part of the world where client is.
However if you disable world origin, shifting you can run a tiled world with a dedicated server. Dedicated servers will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. A server holds a list of visible levels for each client and filters Actor replication by this list.***
This is only limitation to MMO? - that for me is a game that keep hundreds of people running around the whole map doing random things. I know Epic work on solution but how long it can take, if this is near future my team can just keep working on Gameplay mechanics, and all other stuff until Epic polish this aspect.
Maybe better idea is to make landscapes as instances that will load while passing thru gates etc. I was thinking about limit instances only too big Cities, some indoor places like caves, undergrounds & buildings and keep rest as single worlds but if there is no other way its better then nothing. Something like Borderlands, but with out keeping all players in same instance and traveling together.
Any suggestions or tips for newbs?