Cloud multiplayer and chat using Photon Cloud
Create multiplayer games other way than using Online subsystem. Using Photon Cloud, no dedicated needed.
You will be able to control all the aspects in the framework.
Instead of using Unreal's built-in networking where you need to run UE4 game server instances that UE4 game client instances connect to and players host game, you avoid all this problematic having a cloud server online.
It comes in very handy for this situation as it provides hosting. Due to the amount of Photon customers and an aggressive pricing this is usually cheaper than hosting servers yourself full-stop. You can also create your own Photon Server Self Hosted on Windows.
It offers matchmaking and scalability, but is not a replacement of UE4 Networking, nor uses it.
Photon is fully cross-platform, which makes it possible to mix clients that use other UE4 clients or mix them with non-UE4 clients for any other engine, including all the known game engines and custom self-made game engines and you can mix them with clients that run without any game engine, as well.
The user code just tells the Photon Client that it wants to create or join a game and Photon cares about what game server an existing room can be found on and which game server has free capacities that the new room can be created on it. The user code does not have to know how many game servers there are, how much rooms and users the hardware on a certain game server can handle or under which address it can be reached.
Network Replicated: custom (not unreal)
Supported Development Platforms: Windows, MacOS
Supported Target Build Platforms: Windows, Hololens, PS4/PS5, XBoxOne-X, Android, iOS, MacOS, Switch
1.6: New architecture (only for 4.25+). PhotonCloud Actor is gone. PhotonCloud Subsystem [video]
1.5: UTF8 fix- actor deprecated
1.4: Groups of interests
1.3: Replicator Component
1.2: Chat API and Friends