Routing => https://en.wikipedia.org/wiki/Routing
Then that’s an issue with the LAN network. The PCs could be on a different subnet. The Router or the local OS or “security” software on either or both machines may be blocking connection attempts.
There is no engine-specific help for this. This is generally a matter of network setup and configuration. For that you’ll find tips and tutorials though. At the very least, check that both machines can see each other. If the other machine appears on both ends in Explorer’s Network tab for instance. If that’s not the case, try ping the other machine’s IP. And so on …
Not familiar with UGS but typically such reports are delayed by hours if not days, rarely are they reporting usage in realtime.
The problem with shut-off is that it would actually be harmful for your users. Imagine how damaging that were for the service when published games would frequently start failing to make connections due to the developer’s shut-off thresholds. Worse yet, if some game gets a sudden spike in users due to some influencer mentioning it, and users are buying the game in droves only to find that the game wouldn’t let them connect, that would be terrible for everyone involved. And we’re talking about a really minor fee compared to what the game could make in revenue.
It would be nice to get some fair warning by email ahead of reaching 80% of the free usage or so. Don’t know if that’s implemented.
Again, that’s the default. There is no “How to use Netcode without Relay” documentation because that’s the default operating mode. If you need to use Relay to make a LAN connection, this is clearly an issue with the LAN network config.
I can only speculate but the main issue remains those “rare cases” where it just won’t work. So you still have to have a Relay service for those clients where it won’t work. On top of that, the process of whole punching takes time, mainly to determine when it failed there needs to be a timeout and that ought to be at least a couple seconds which adds to the overall connection time for all game sessions.
The relay service just works out of the box, and it’s only needed in the relatively rare use cases where the game wants to offer self-hosted game sessions. And the gaming experience in that self-hosted scenario is often terrible, I’m playing that way across many games for years and there’s always something … one or more clients can’t connect for whatever reason, there are connection drops, desynchronizations, high latency, lag spikes, you’d have to have the machine with the best Internet connection or CPU speed be the host, preferably both at the same time.