Release Notes
3.0.0
Preview
Build 1011 (Mar 12, 2026)
- Previous SDK versions are no longer compatible with deployed infrastructure. Please update to this build or later
Breaking Changes
- FFusionRoomOptions does not have an InitialWorld property anymore, set the InitialWorld when calling UFusionOnlineSubsystem::StartFusionSession()
- EActionFailureCodes changed and numeric values for enums changed
- UFusionClient::IsConnected() was removed, use UFusionOnlineSubsystem::IsConnected() or UFusionRealtimeClient::IsConnected() instead
- FTimerState was renamed to FFusionTimerState and was moved to FFusionTimerState.h
- The SharedMode::Logging namespace is now in the PhotonCommon namespace
- The SharedMode::CharType and SharedMode::StringType types are now both in the PhotonCommon namespace
- Update plugin code to follow Epics guidelines
- Removed unused RoomName Argument from JoinRandomRoom
What's New
- A new Realtime Matchmaking API was added that replaces the old connection methods, providing full access to Photon Realtime related features
- A LeaveRoom blueprint node was added to leave a Realtime room without disconnecting
- Added support for dynamically adding and removing replicated actor components
- Improved AOI system
- Added a new "Player Attached" ownership mode which means the player actor will be destroyed when they disconnect
- Ability to connect ongoing world to fusion via UFusionOnlineSubsystem::AttachCurrentMap()
Changes
- The Fusion Session is not started automatically when joining a Realtime room anymore, call UFusionOnlineSubsystem::StartFusionSession() to start a Fusion Session after joining a room
Bug Fixes
- Fixed: Prevent erroneous error logs being generated when the non-master client code loads the map via the OnMapLoadPerform callback
- Fixed: Uninitialized memory caused the frame update to never run
- Fixed: Class properties when used in RPCs
- Fixed: Ensure InitialMap loads properly
- Fixed: Update service while in shutdown to allow us to receive the disconnect status
- Fixed: Harden disconnect
- Fixed: Add physics state delta checks to avoid unnecessary network sends
- Fixed: Potential issue when using "Standalone Game" launched from the editor
- Fixed: Potential crash and log spam when leaving a Photon room
Build 835 (Feb 19, 2026)
Bug Fixes
- Fixed: Closing a standalone window sometimes caused a crash
- Fixed: A player would sometimes fail to spawn properly after joining a room at start-up in Unreal 5.4
Build 760 (Feb 12, 2026)
Bug Fixes
- Fixed: Adjust a number of Fusion Blueprint nodes so that the main input parameter defaults to self as they did previously: HasOwner, GetOwner, GetResolvedOwner, IsOwner, CanModify
- Fixed: Fix issue where remote Pawns were being assigned the local PlayerController. Remote Pawns no longer have a PlayerController set
Build 756 (Feb 11, 2026)
Bug Fixes
- Fixed: Fix closing PIE instance crash
- Fixed: Fix issues in seamless travel
Build 720 (Feb 10, 2026)
Breaking Changes
- Correct spelling of "Recieve" to be "Receive" for Fusion RPC functions. Fusion C++ RPC functions need to be renamed from *_Recieve to *_Receive
- Previous SDK versions are no longer compatible with deployed infrastructure. Please update to this (build 719) or later.
What's New
- Add support for using Actors, Objects, Classes as RPC parameters
- Connecting to the Photon Cloud supports now choosing the best region based on the players ping
- All edge cases around object life cycles should be solved to provide more consistent replication
- Android support and crossplay support between Android and Windows
- Removed interpolation of replicated properties, the behaviour of Fusion now matches unreals netcode more closely in several regards.
- Property RepNotify's now supports previous value argument.
- Native remote function calls now supported in both blueprint and c++, see documentation for further details. RPCs In Depth
Improvements
- Improved physics prediction and replication further
- All public code should now conform to the unreal formatting standard
- Fusion can now use "Run Under One Process" mode in unreal editor
Bug Fixes
- Fixed: Fix issue where a client may not be reliably informed of an object having its owner removed
- Fixed: Fix a potential issue where an actor would not be properly replicated if it is part of a map and immediately possessed
- Fixed: Prevent an assert triggering when loading into level when using UE 5.4.4
- Fixed: Manually set netdriver world
- Fixed: Issue with map loading when loading the same map again
- Fixed: Map actors now use a consistent hashing for identifying sub components which removes the need for consistent component order on all connected clients.
Build 492 (Jan 12, 2026)
What's New
- Unreal 5.7 support
Bug Fixes
- Fixed: Native pointer usage in member declaration preventing a shipping build
Build 438 (Dec 18, 2025)
Breaking Changes
- Previous SDK versions are no longer compatible with deployed infrastructure. Please update to this (build 438) or later.
What's New
- Added full support for the
Character Movement Component - Added internal "string heap" replication system for string and text data
- Added support for networking GameInstance and calling Fusion RPCs on it
- The Actor
Rolenow reports to be eitherAuthorityorSimulatedProxybased on whether it can be modified - The
NetModenow reports to be aClient
Improvements
- Object replication model has been updated to reduce bandwidth and improve type support
Bug Fixes
- Fixed: Issue where a replicated Actor reference set to None/nullptr by the authority would not be correctly set on remote clients
- Fixed: Duplicate CreatedLocal existed on derived RootObject, hiding other implementation
- Fixed: RPC regression fix, datatypes not properly serialized
- Fixed: IsOwner and CanModify was not properly evaluating all conditional branches
- Fixed: Race condition on sub-object system during object destruction
Build 354 (Nov 25, 2025)
Bug Fixes
- Fixed: Prevent crash and add error log when running multiple PIE windows in one process
Build 349 (Nov 24, 2025)
- Initial release