Probably some new Blueprints networking nodes should do the trick for non programmers.
In the current built-in networking system, why the player number is limited to 64, and this number is not set at the desire of the developper ?
I know old classmates that set up private servers for various MMO games. They ran them on their own PCs. I haven't asked them about costs to sustain a server but I guess that it is proportional to the number of players. In some areas, brandwitch should not be a problem. For example, in my country, an ISP offers speeds up to 1 Gigabyte/second. In others, network is weak.
How do studios gain more brandwitch/make it stable ? They set up servers in various locations ?
@Epic - Are there any plans to lift the 64 player limit in the built-in networking system ?