Not really. You can use either TcpLink or UdpLink to contact a middleman application to write/read your database.
Not too long ago, I did this same concept to communicate a WSGI application with another server running a MySQL database. Both WSGI and Query Server were written in Python, which made development much faster and easier to debug.
Not only is this a safer way to implement it, but also likely to perform much better.
I definitely agree that TcpLink can be great for communicating with web services, and I have no doubt you could do it this way (at least as far as databases are concerned). However, I’d have to disagree if you’re making the claim that it’s easier or performs better. Calling a native dll function to write to MySQL, for instance, is likely faster and more time-efficient (coding-wise) than establishing a TCP link via a middle-man application, like a web application, (which is additional overhead), which then in turn writes to the database (especially if its written in something like python).
Ultimately, communicating with a local service will be better accomplished, and a lot more reliable via DLLBind, especially given the reality that are many highly optimized libraries designed for UnrealScript to communicate with various services. (See here for MySQL + SQLite DLL for UnrealScript)
That falls into TcpLink and UdpLink, rather than DLLBind.
A class is only allowed to DLLBind a single DLL, which pretty much limits extensive use of it.
You can also not access Unreal Script methods and other members from the DLL, so meh.
Again, I’m not sure what use-case you have in mind, but I have yet to encounter a situation where that matters much. In the context of communicating with a service, I have never had to bind more than one DLL to a given class, nor do I see why you’d want to use Unreal Script methods inside the DLL. Discrete interactions for data processing, retrieval, and/or insertion are what I’m interested in personally.
Regardless, the point of this thread isn’t to discuss implementation details or design choices, but rather to enable a powerful feature which, I’m sure, creative modders will likely appreciate. Beyond that, whether you choose to use it or not is entirely up to you at the end of the day, but at least you’ll have the option.