Long story short, I'm trying to make a single player zombie shooter game, but I don't want people to cheat (currency, levels etc.. etc). I have my currency set up, but I'm a little confused on how I would set up a level system.
Because it's single player people could hack the client and send false data back, so I thought cloud script would be perfect.
However, there's a chance you could kill 60 enemies in 60 secs, at later levels. so firing a cloudscript call on each enemy death would be a bad idea right?
If so how would you be able to keep track of data to send say 3-5 times a minute without the client being able to change it?
I'm working with unreal engine blueprints, and I'd rather avoid making a server to handle logic like this and I thought cloudscript was the way to go until I heard about throatling.