Cheating in Fortnite is practically unheard of at this point. But it won't be long until the player base is just as jaded as PUBG's: https://github.com/Griizz/Fortnite-Hack
Cheating in Fortnite is practically unheard of at this point. But it won't be long until the player base is just as jaded as PUBG's: https://github.com/Griizz/Fortnite-Hack
(FWIW, a little searching reveals that Fortnite seems to use the exact same anti-cheat company as PUBG: https://www.battleye.com)
1. Why should Epic go and reimplement anti-cheat that you can grab off the shelf?
2. A big part of limiting cheating comes down to the specific game design and implementation. You need a server implementation that is as distrusting of clients as possible, you need secure (networking) code, etc. Anti-cheat is not a cure-all.
3. Even without anti-cheat, Unreal Engine is still well-used by tons of single-player video games. I don't see it "unraveling" regardless.
Unfortunately that's just not realistic for a large category of games. If you can trust the clients to some degree then you can really really offload a lot of server work. It's not feasible to process user's mouse input on the server in an FPS for example. Not just from a server load standpoint but from a latency standpoint.
You don't necessarily need to ban a player immediately. If you can accurately ban people within a day of using a cheat, then that's a pretty serious deterrent from using them.
There have been successful FPS games with that formula (Tribes comes to mind). There are cheats/hacked clients, but they're on a much less problematic level (mostly around visibility).
[1] https://www.reddit.com/r/FortNiteBR/comments/82xyhb/launch_e...