roadmap/edge-instances: self-hostable caches to cut bandwidth and egress for small teams
I’m looking at Lore from a smaller indie teams perspective.
My concern and thought process is server bandwidth and storage cost as the team grows.
If five people already have the same immutable fragments locally, does every new client still need to download those fragments from the central server?
Would it make sense for Lore to optionally let authenticated clients retrieve immutable fragments from another trusted client or cache node, verify the fragment hash, and fall back to the server when it is unavailable?
I’m not suggesting moving branches, locks, permissions or repository authority away from the server. The server would still be the source of truth and would still keep durable copies of committed data.
The benefit I’m imagining is a cheaper growth path for small teams:
Start with one small Lore server. Existing users help distribute data they already have. Add dedicated cache or edge servers later as the project and team grow.
Is this already covered by Lore’s server replication plans, or would client-assisted fragment caching conflict with the intended architecture?
Source: EpicGames/lore