Looking for someone to make me a client/server framework that is efficient for large maps, with a large number of players. The goal of the game would be to have a cap of 200 players at most. The game is a 3D first & third person game, similar to a shooter in playstyle (though not primarily a shooter). From what I have read and my understanding, the default UE4 server system would not be a good fit for this. The server would also need to have storing capabilities in a SQL database that will store things like player location, health, currency, etc, and then have this sent to the player for display, and periodically saved, as well as when the client disconnects. This data would be saved with a reference to the user using their SteamID 64 fetched via the OnlineSubsystem for Steam, though we could do this, only needing the wrappers to execute the SQL on the server. Each server would have its own database config for linking to a specific database (IP, port, username, password, schema name) thus each client would have different stats on every different server.
We don't need any features on top of this as we are mainly working on map design and asset creation, thus, getting this working with a simple stock third-person system would be fine, and we will import our work on top of this (or vice versa). This isn't something we need immediately and would like to know if there are any thoughts you have on the project.