- Increase the maximum capacity of a single UE dedicated server to 100-200 players without modifying the engine code (Benchmark).
- Can combine multiple dedicated servers into one large world, supporting thousands of players online concurrently.
- Support a variety of application scenarios, including seamless large worlds, as well as traditional multi-room architecture and relay server architecture.
- Out-of-the-box synchronization solution that seamlessly integrates with the native UE's networking framework.
- Agile and extensible client interest management mechanism.
- Support cross-server interaction (currently only support cross-server RPC and Rigid-body Physics; cross-server for AI, GAS or other systems require additional integration).
- Dedicated server disaster recovery without client disconnection/restart.
- Cloud-based dynamic load balancing can greatly save server costs (under development).
- Support one-click cloud deployment.
| Components | UE 4.27.2 | UE 5.3.2 ~ 5.6.1 |
|---|---|---|
| Getting Started | ✅ | ✅ |
| Demos Project | ✅ | ✅ |
| Codegen Tool | ✅ | ✅ * |
| Cloud Deployment Tool | ✅ | ❌ |
* When Live Coding is enabled, the UE editor can compile and load the generated code normally, but other PIE server and client processes will not load the patches, resulting in failure to run normally (see Troubleshooting). Therefore, it is recommended to disable the Live Coding feature.

