Below are some examples of options that could be used in a turn-based game with a physics element. To discuss the specifics of how GameSparks can work for your game, please reach out to the GameSparks sales team via firstname.lastname@example.org.
For GameSparks Real-Time services you must be prepared to send and receive every variable that is relevant to your multiplayer game and you will have to program this manually, from scratch. If you want to include the physics from UE, then you're going to have to find every variable that affects physics and send it to other clients and hard set their physics or keep it interpolated and relevant or predict the outcome ahead of time for accurate results. This can be very difficult to achieve and you could run into a lot of bugs especially if your physics calculations are complex.
Unless you simplify and set your own physics with simpler variables or keep the physics client-side, then our RT services are not a convenient option. However, the GameSparks RT services are an option if you can simplify your physics calculations and, using the best practices of RT, it can be achieved. We have a tutorial on how to use RT in unreal here.
When it comes to physics-based games, we highly recommend you use the Unreal networking layer and use hosted servers. If you require multiple instances you can use Game Lift, Multiplay, or Photon, which all work well with GameSpark's SDK. If you require a single instance, you can use Google or EC2. Which one you use will depend on the scale of your game and how much money you want to spend on hosting. Game Lift is a great option because you can scale up or down depending on how many servers you need, which will maximize the amount of money you are saving for hosting your game. You can follow a link to an article on integration of GameSparks and Game Lift here, which you may want to have a look at.