Hi everyone, I have a couple questions that I hope someone could please answer about UE4 in regards to networking and client connection counts. The server would be a dedicated one with a good hardware configuration for gaming and hosted in a data center. I’ve seen games made with UE3 like Tera, and Global Agenda handle what seems to be a large number of players in one area (map / level). What I have in mind is a map/level that hosts a community social area (maybe up to 500 people?) and then have rooms or separate places characters enter that would allow them to play games (unique to these different levels/maps) but probably no more than ten characters in each.
1.) About how many online human players can UE4 handle in a level with the default networking provided? The things that I think I would want replicated would be the characters with unique attire, their movement, and chatting.
2.) If some sort of custom system would need to be created or used to manage all this, does anyone have some big picture recommendations on considerations associated with developing this type of experience?
I know these questions are vague, I’m just looking for some general advice. Posted this in the C++ section since I’m guessing some sort of custom module would be needed. Thank you in advance for any assistance.