Hello, this seems very interesting as I am finally ready to move into UE4 networking. I don’t expect to have thousands of players interacting with each other but I want to know how far you could scale your solution for authoritive dedicated servers where you would have a bunch of people connected to a world and sometimes a good number of them fighting each other while saving datas such as abilities, monsters dieing and respawning etc.
But I am guessing in the end it all come downs to how efficient you code the behaviors of the server to replicate datas only to relevant players etc?