RPG MMO Server System for UE4

I think you might have misunderstood the 50 player cap on the developer license. It is not a cap on concurrent players. It is a cap on player registrations. Since I am hosting all of the data for people with developer licenses I do not want to have to store more than 50 players per licensee. It has nothing to do with limiting the number of players per map. It is a business decision not a technical one. The true purpose isn’t even storage, it is the fact that if you want to sign up more than 50 players, then you need to pay more than $50, because you probably aren’t still in development mode.

You won’t be able to run 200 dedicated server instances on one hardware device. This is why my management server allows you to setup as many hardware devices as you want and set the cap on the number of dedicated server instances per hardware device. I estimate that depending on your game and specs of the hardware device you are looking at 10 to 20 max dedicated server instances per hardware device.

It is true that Epic’s model of replicating all characters to all clients is inefficient from a CPU per player cost perspective. But that is not a problem I am trying to solve.