AGS 2025.7.0 Release Notes限定的なサポート
This is a limited support AGS version. While it remains functional, AccelByte strongly encourages clients to plan their upgrade to the Supported Version. Please refer to the AGS Version Support Lifecycle document for more information.
Release date: September 24th, 2025
Announcements
- N/A
Versions
AccelByte Gaming Services (AGS) Game SDK
Extend SDK (previously known as Server SDK) latest version:
Please refer to the respective GitHub releases page:
- C#: https://github.com/AccelByte/accelbyte-csharp-sdk/releases
- Go: https://github.com/AccelByte/accelbyte-go-sdk/releases
- Java: https://github.com/AccelByte/accelbyte-java-sdk/releases
- Python: https://github.com/AccelByte/accelbyte-python-sdk/releases
- Codegen CLI : https://github.com/AccelByte/extend-codegen-cli/releases
AccelByte Multiplayer Servers (AMS)
- Please check View AMS Release Notes
Highlights
Enhanced Notification System in Admin Portal
The Admin Portal now features a new notification system for critical system events, keeping customers informed about scheduled maintenance and minimizing disruptions.
Key Features and Accessibility:
-
Centralized Notifications: A central hub provides all important announcements, especially for scheduled maintenance like environment upgrades, infrastructure maintenance, and other planned service-affecting events.
-
Proactive Communication: We aim to proactively inform customers of upcoming maintenance, enabling better planning and smoother operations.
-
Easy Access: A new notification feature, prominently located on the Admin Portal's upper right header, allows customers to conveniently access and review all relevant notifications via a dedicated menu.
Our updated system provides dependable and transparent service, furnishing customers with prompt information to facilitate efficient resource management.
Shared Cloud Game CCU Quota Update
We’re pleased to share that the default game CCU (concurrent users) quota for all shared cloud namespaces has been increased from 5,000 to 25,000.
To help you better manage high traffic, we’ve introduced the Login Queue feature, available in the Admin Portal. This allows you to configure your CCU quota (up to 25,000 by default, with the option to request higher limits) and ensures that any logins exceeding your set quota are placed in a queue instead of being rejected.
We recommend enabling the Login Queue to protect against unexpected traffic spikes and provide players with a smoother, more reliable login experience.
Learn more about the login game CCU limit.
Permission Changes
This section applies to Private Cloud customers only.
In this release, we've added new permissions for default roles in the Private Cloud Admin Portal. New to Private Cloud default roles? Learn more here. If you maintain your own custom roles, please ensure they are updated with the latest permissions.
- Enables configuration of the analytic connector at the game namespace level
- Game Admin Role
ADMIN:ANALYTICS:CONNECTOR(Action 15 - CRUD)ADMIN:NAMESPACE:{namespace}:ANALYTICS:CONNECTOR(Action 15 - CRUD)
- Game Admin Role
Breaking Changes
-
Game SDK
- [Unreal Engine] Fixed typo - renamed
ChallengeCodesToEvalutetoChallengeCodesToEvaluateinFAccelByteModelsChallengeEvaluateProgressOptionalParameter.
As a mitigation against breaking changes, the original variable name with the typo is retained and marked as deprecated in this release. It will be removed in AGS 2026.2. We recommend switching to the new variable immediately to prevent compilation failures once the deprecated name is removed.
- [Unreal Engine] Fixed typo - renamed
Deprecated and Decommissioned Features
-
Game SDK
- [Unreal Engine] After careful review,
ServerSession::SendGameSessionInvitehas been removed from the Server API Session interface. Game servers are not intended to send public game session invitations.
Affected function:
SendSessionInviteToFriend()from theFOnlineSessionV2AccelByteSession interface. Game servers will no longer be able to send game session invitations. - [Unreal Engine] After careful review,
Minor Changes
Achievements
- Updated achievement lock button to only appear for admins with the required permissions.
Admin Portal
- Added gameStudioName slug helper text on registration form to increase clarity of the expected game studio ID upon fill in the Game Studio Name field in Shared Cloud.
- Added max length validation for displayName upon creating a new namespace in Shared Cloud after registration.
Challenge
- Added partial challenges evaluation parameter in evaluate endpoint.
Cloud Save
- Added feature flag to enable size validation on create or append game record and player record.
- Added environment variables to support proxied CloudFront.
Extend
- Minor UI change on Secret and Variable Config
Game SDK
- [Unreal Engine]
Added
FOnlineBinaryCloudSaveAccelByteclass to the AccelByte OSS as the interface for Binary Cloud Save endpoints. - Added a new interface to fetch a leaderboard by leaderboard code.
- Unreal Engine:
Leaderboard::GetLeaderboardV3 - Unity:
Api.Leaderboard.GetLeaderboardV3
- Unreal Engine:
- Added a new interface to get legal policies based on country code.
- Unreal:
Agreement::GetLegalPoliciesByNamespaceAndCountry - Unity:
Api.Agreement.GetLegalPoliciesByNamespaceAndCountry
- Unreal:
- [Unreal Engine]
Added a new function to the AccelByte SDK’s
ServerStatisticclass to retrieve user stat items within a cycle:FAccelByteTaskWPtr GetUserStatCycleItems(
FString const& CycleId,
FString const& TargetUserId,
THandler<FAccelByteModelsUserStatCycleItemPagingSlicedResult> const& OnSuccess,
FErrorHandler const& OnError,
TArray<FString> const& StatCodes = {},
int32 Limit = 20,
int32 Offset = 0
); - [Unreal Engine]
Added
FindGameSessionsto query game sessions from the AccelByte OSSSessionInterface:bool FOnlineSessionV2AccelByte::FindGameSessions(
int32 SearchingPlayerNum,
const TSharedRef<FOnlineSessionSearch>& SearchSettings,
FAccelByteModelsV2GameSessionQueryFilter QueryFilter
);QueryFiltercan be configured further to define query behaviour. The available search modes areGameSessionAvailability::FullSessionOnly,AvailableSessionOnly, andAllSession. - [Unreal Engine]
Added a function to query user IDs by email or display name.
bool FOnlineUserAccelByte::QueryUserIdsMapping(
const FUniqueNetId& UserId,
const FString& DisplayNameOrEmail,
const FOnQueryUserIdsMappingComplete& Delegate,
int32 Offset,
int32 Limit
); - [Unreal Engine]
Added an overload function to query statistics.
virtual void QueryStats(
int32 LocalUserNum,
const FUniqueNetIdRef StatsUser,
const TArray<FString>& StatsNames,
const TArray<FString>& Tags,
const FOnlineStatsQueryUserStatsComplete& Delegate,
EAccelByteStatisticSortBy SortBy = EAccelByteStatisticSortBy::NONE
); - [Unreal Engine]
Added a function to retrieve all cached store sections.
virtual void GetAllSections(
const FUniqueNetId& UserId,
TArray<TSharedRef<FAccelByteModelsSectionInfo, ESPMode::ThreadSafe>>& OutSections
); - [Unity]
Added SOLD entitlement status to support selling durable entitlements back to the platform.
Affected interface:
Entitlement.SellUserEntitlement. - [Unity]
Added a new interface to fetch a leaderboard by leaderboard code:
Api.Leaderboard.GetLeaderboardV3. - [Unity]
Removed
cycleIdformat validation in statistic interfaces. - [Unity]
Added a new interface to get another user’s statistic info:
Api.Statistic.GetUserStatItems(withtargetUserId). - [Unreal Engine & Unity]
Added an overloaded
EvaluateChallengeProgressfunction to both Challenge client and server interfaces. This overload accepts a new parameter,OptionalParameter, which currently includes one member - an array of strings to specify the challenge codes to evaluate. - [Unreal Engine & Unity]
Added
EndDateTimeto user ban information.
IAM
- Emitted new events platformClientCreated, platformClientUpdated and platformClientDeleted on topic platformClient when a 3rd party configuration is changed, so that other services can use it as a signal to refresh their cache.
- Adjusted the emit event userLoggedIn and userThirdPartyLoggedIn on topic userAuthentication to include location login info (i.e. country, state, city of the user).
- Added missing emit event userAccountVerified on user verification API.
- Translated the Steam error code 3 (invalid steam ticket) to 400 (Bad Request) instead of 500 (Server Error) during Player login.
Leaderboards
- Enhanced leaderboard service with persistent storage for configuration data.
Lobby
- Implemented automatic deletion of Lobby Configuration when a namespace is removed.
Platform
- Added auto restart section rotation in store.
Sessions
- Added support for configurable party code length, which can now be defined in the Session Configuration.
- Adjusted session service configuration to improve compatibility with PSN.
UGC
- Added environment variables to support proxied CloudFront.
Bug Fixes
Admin Portal
- Fixed a permission issue on Cloud Save - Player Records which causing admin unable to access the page.
- Fixed an issue where clearing stat code on create Challenge goal causing page to crash.
- Fixed an issue where user might get stuck upon unlocking the usage’s limit due to the missing billing email.
- Fixed the inaccuracy of date picker in Creators page when the preferred time zone is set to UTC.
- Fixed an issue where specifying a reset day or date for weekly and monthly resets necessitates a mandatory entry in the reset time field in Challenge configuration section.
Basic
- Fixed an issue where accessing an unauthorized namespace resulted in a 500 error in Shared Cloud environment.
Challenge
- Fixed an issue where multiple requirements with entitlement items cannot be completed.
- Fixed an issue where newly created goals were not included in the scheduling system due to database replication lag by enforcing a primary read preference when fetching the goal after creation.
Cloud Save
- Fixed a cache invalidation issue on Cloudsave extend plugin deletion.
Game SDK
- [Unreal Engine]
Fixed a crash in
FOnlineAsyncTaskAccelByteReadLeaderboards. - [Unreal Engine] Fixed WebSocket reconnection logic to prevent Chat and Lobby from receiving duplicate 4041 error codes.
- [Unreal Engine]
Fixed EOS (Epic Online Services) platform ID handling - it now correctly consists of both
EpicAccountIDandEpicPUID.
IAM
- Fixed an issue where players were unable to log in after disabling the 2FA backup code method, due to database replica lag.
Inventory
- Fixed the inconsistency issue when moving items with ecommerce integration.
Platform
- Fixed duplicate API operation ID in different query entitlement endpoints.
Player Portal
- Fixed an issue where the Link an Account button does not greyed out when all possible accounts are linked.
- Fixed an issue where password validation ignores maxRepeatingSpecialCharacter when allowAllSpecialCharacters is enabled.
- Fixed an issue where the language priority order is incorrectly applied when the country selection is modified on the Legal page.
Turn Manager
- Fixed Turn Server CPU usage calculation.