We’re planning an MMO game with a special kind of server network to distribute payload between the “participants” (within the network), thus exposing only a single server instance to the players.
The problem I’m seeing is that, as for my understanding, UE4 is not capable of such a distributed computation, or at least I haven’t found any documentation on it. While UE4 makes networking ad-hoc sessions and distributed servers easy through its property system and remote proc calls, it would seem like it also removes direct contact with networking entirely.
We could write our own server engine which does exactly what we need, but I’m afraid that would only come at the expense of physics. So my question is, does UE4 only support “whole” dedicated servers?
If so, I’m guessing we’ll need to build a custom engine for the server network, I take it? Is the Unreal Engine even capable of such a server network?
Cheers!