Thanks for the responses!
It’s interesting that you use the word “prevalent” because everything I’ve read thus far suggests such an approach is non-trivial. If it was prevalent, then I would expect more complete examples and documentation in the community.
In fact, I think the reason these sort of questions get asked so regularly is that it’s unclear just how much hacking is required to modify the UE4 server to support this sort of gameplay. With the level of effort we’re discussing, it seems like the safer route is to just write your own game server infrastructure. I expect most teams approaching this problem have the budget and experience to do so.
As such, I’m just curious if others have done the calculus of this approach or if there’s a clear best practice emerging from the community.