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Ue Networking And Replication

Community
kevinpbuckley
ue-networking-and-replication

Implement server-authoritative multiplayer in Unreal C++ — network roles and authority (HasAuthority, GetLocalRole, GetRemoteRole, ROLE_Authority/AutonomousProxy/SimulatedProxy), actor replication setup (bReplicates, SetReplicates, bAlwaysRelevant, NetDormancy, NetUpdateFrequency), property replication (UPROPERTY Replicated/ReplicatedUsing, GetLifetimeReplicatedProps, DOREPLIFETIME/DOREPLIFETIME_CONDITION/DOREPLIFETIME_WITH_PARAMS), RepNotify callbacks (OnRep_), RPCs (UFUNCTION Server/Client/NetMulticast, Reliable/Unreliable, WithValidation, _Implementation/_Validate), replication conditions (COND_*), Push Model (MARK_PROPERTY_DIRTY_FROM_NAME, FDoRepLifetimeParams::bIsPushBased), FFastArraySerializer, and the Iris replication system. Use when replicating state across clients, adding RPCs, fixing multiplayer authority bugs, choosing replication conditions, or diagnosing "works in single player but not multiplayer" issues.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-networking-and-replication
Stars
89
Forks
9
Bundled files
4
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Ue Networking And Replication AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-networking-and-replication
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/unreal-engine-skills.git /tmp/unreal-engine-skills
mkdir -p .claude/skills
cp -r /tmp/unreal-engine-skills/skills/core/ue-networking-and-replication .claude/skills/ue-networking-and-replication
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Networking And Replication in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Ue Networking And Replication on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Ue Networking And Replication is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Networking & replication

Unreal multiplayer is server-authoritative: the server holds the ground truth and replicates state to clients; clients send intent to the server via RPCs. Nearly every multiplayer bug is an authority or replication-setup mistake. Design state ownership first (ue-gameplay-framework), then replicate it correctly.

When to use this skill

  • Replicating actor state (health, ammo, doors, scores) to all clients.
  • Letting a client ask the server to act (fire, interact, ability use) via an RPC.
  • Choosing between Replicated vs ReplicatedUsing, or picking a COND_* condition.
  • Setting up dormancy, net update frequency, or relevancy for performance at scale.
  • Diagnosing "it works in PIE single-player but breaks in multiplayer".
  • Adopting Push Model or FFastArraySerializer for efficient high-scale replication.

Authority and roles

Every actor copy has a role on each machine:

Role constantWhere it appearsMeaning
ROLE_AuthorityServer (or standalone)Authoritative copy — make decisions here
ROLE_AutonomousProxyClient — your own pawnLocally controlled; can predict
ROLE_SimulatedProxyClient — others' actorsSimulated from received replication
cpp
if (HasAuthority())   // true on server / standalone
{
    // authoritative gameplay change
}
bool bIsLocallyControlled = (GetLocalRole() == ROLE_AutonomousProxy);

HasAuthority() inlines to GetLocalRole() == ROLE_Authority (GameFramework/Actor.h:1938, :4967).

Server RPCs execute on the server; state changes must happen on the server and replicate down. Clients send intent, not state.

Actor replication setup

cpp
AMyActor::AMyActor()
{
    bReplicates = true;          // enable replication
    SetReplicateMovement(true);  // replicate transform (non-Character actors)
    NetUpdateFrequency = 10.f;   // updates/sec (use SetNetUpdateFrequency in 5.5+)
    NetDormancy = DORM_DormantAll; // start dormant; call FlushNetDormancy before changing props
}

bReplicates (Actor.h:593), SetReplicates (Actor.h:759), NetDormancy (Actor.h:869), bAlwaysRelevant (Actor.h:333), NetUpdateFrequency/SetNetUpdateFrequency (Actor.h:905, :4624).

Key actors by design: GameMode is server-only. GameState and PlayerState are built to replicate (ue-gameplay-framework). SetReplicates(true) at runtime triggers a replication start callback — in Iris projects (5.7+), override OnReplicationStartedForIris rather than the deprecated OnReplicationStarted.

Property replication

Mark the property and register it in GetLifetimeReplicatedProps. Replication flows server → clients only.

cpp
// MyActor.h
UPROPERTY(ReplicatedUsing=OnRep_Health)
float Health = 100.f;

UPROPERTY(Replicated)
int32 Ammo = 30;

UFUNCTION()                        // must be UFUNCTION
void OnRep_Health(float OldHealth);// optional previous-value param

virtual void GetLifetimeReplicatedProps(
    TArray<FLifetimeProperty>& OutLifetimeProps) const override;
cpp
// MyActor.cpp
#include "Net/UnrealNetwork.h"

void AMyActor::GetLifetimeReplicatedProps(
    TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    DOREPLIFETIME(AMyActor, Health);
    DOREPLIFETIME_CONDITION(AMyActor, Ammo, COND_OwnerOnly);
}

void AMyActor::OnRep_Health(float OldHealth)
{
    // Fires on clients when Health arrives. Use it to react:
    // update UI, play hit FX, etc. OldHealth is the pre-update value.
}
  • Set replicated properties on the server only; changes on a client are local and discarded.
  • DOREPLIFETIME expands to DOREPLIFETIME_WITH_PARAMS with default FDoRepLifetimeParams (UnrealNetwork.h:259).
  • DOREPLIFETIME_CONDITION(Class, Prop, COND_*) saves bandwidth — see references/replication-conditions-and-push-model.md.
  • Full macro reference and DOREPLIFETIME_WITH_PARAMS_FAST (compile-time, no arrays): references/property-replication.md.

RPCs (remote procedure calls)

cpp
// MyPawn.h — declare only; UHT generates the thunk
UFUNCTION(Server, Reliable, WithValidation)
void ServerFire(FVector_NetQuantize HitLocation);   // client → server

UFUNCTION(Client, Reliable)
void ClientPlayEffect(int32 EffectId);              // server → owning client

UFUNCTION(NetMulticast, Unreliable)
void MulticastSpawnFX(FVector Loc);                 // server → server + all clients
cpp
// MyPawn.cpp — implement as _Implementation; validate as _Validate
void AMyPawn::ServerFire_Implementation(FVector_NetQuantize HitLocation)
{
    // runs on server — do authoritative hit processing here
}

bool AMyPawn::ServerFire_Validate(FVector_NetQuantize HitLocation)
{
    // return false to disconnect the cheating client
    return HitLocation.Z > -10000.f;
}

void AMyPawn::ClientPlayEffect_Implementation(int32 EffectId)
{
    // runs on the owning client only
}

void AMyPawn::MulticastSpawnFX_Implementation(FVector Loc)
{
    // runs on server AND all relevant clients — use for cosmetic FX only
}

RPC rules:

  • Server RPC — called on a client, runs on the server. The actor must be owned by that client (its pawn or PlayerController, or an actor whose Owner chain reaches them). Calling on a non-owned actor is silently dropped.
  • Client RPC — called on the server, runs on the owning client.
  • NetMulticast — called on the server, executes on the server and all currently relevant clients. Not replayed for late joiners; use a replicated property + OnRep for persistent state.
  • Reliable — guaranteed delivery with ordering; reserve for gameplay-critical calls. Unreliable — fire and forget; use for frequent cosmetic calls. Flooding reliable RPCs can saturate the channel.
  • WithValidation is required by Epic coding standards for all Server RPCs that accept parameters from untrusted clients. Returning false from _Validate disconnects the caller.

Full RPC reference and execution matrix: references/rpcs.md.

Ownership & relevancy

  • Owner: determines which client can invoke Server RPCs on the actor, and which client receives COND_OwnerOnly data. Set with SetOwner or FActorSpawnParameters::Owner.
  • Relevancy: an actor only replicates to connections for which it is relevant (bAlwaysRelevant bypasses the check). Override IsNetRelevantFor to customize.
  • Net dormancy: actors set to DORM_DormantAll are skipped entirely during replication consideration — the most impactful server-side optimization. Call FlushNetDormancy() before changing any replicated property while dormant.
  • NetUpdateFrequency / NetCullDistanceSquared: tune per actor class to balance fidelity vs bandwidth.

Movement replication

ACharacter + UCharacterMovementComponent handle movement with client prediction automatically (ue-character-and-movement). Do not manually SetActorLocation every tick on a networked character — drive input through CMC.

Multiplayer testing

PIE: set Number of Players > 1 and Net Mode to "Play As Listen Server" or "Play As Client" to run a multi-machine session locally. Always test authority paths in multi-player PIE, not standalone — standalone makes every actor authoritative and hides ownership bugs.

Console: net.DormancyEnable 0 to disable dormancy while debugging; NetEmulation.PktLag 100 to simulate 100ms latency.

Gotchas

  • Changing replicated state on a client — does not propagate; only the server's change replicates.
  • Forgot GetLifetimeReplicatedProps/DOREPLIFETIME — property never replicates, silently.
  • Server RPC on a non-owned actor — dropped without error; check ownership chain.
  • Multicast for late-joiner state — multicasts don't replay. Use a replicated property + OnRep so new clients receive the state on join.
  • Reliable RPC flood — every Reliable RPC occupies a slot; flooding saturates the channel and stalls all replication for that connection.
  • Modifying replicated property while dormant — the change is present locally but skipped by the replication system until FlushNetDormancy is called (and even then may be lost); always call FlushNetDormancy() before changing props on a dormant actor.
  • GameMode server-only — putting client-observable state in GameMode means clients can't see it; use GameState.
  • RepNotify not firing on server — OnRep_X only fires automatically on clients; if the server needs the same side-effect, call OnRep_X() explicitly after setting the value.

Version notes

  • 5.5+: NetUpdateFrequency direct write is deprecated; use SetNetUpdateFrequency() / GetNetUpdateFrequency() (Actor.h:903).
  • 5.8 / Iris: The Iris replication system remains beta and opt-in in 5.8 (net.Iris.UseIrisReplication, default off). It coexists with the existing property/RPC model — existing DOREPLIFETIME and RPC code continues to work. Iris replaces OnReplicationStarted (deprecated 5.7) with OnReplicationStartedForIris. For Push Model with Iris, use DOREPLIFETIME_WITH_PARAMS_FAST + bIsPushBased = true. See references/replication-conditions-and-push-model.md.

References & source material

Engine source (UE 5.8, under Engine/Source/):

  • Runtime/Engine/Public/Net/UnrealNetwork.h — DOREPLIFETIME* macros (:231–293), FDoRepLifetimeParams (:134), DOREPLIFETIME_CONDITION_NOTIFY (:286), DOREPLIFETIME_ACTIVE_OVERRIDE (:311), RegisterReplicatedLifetimeProperty (:360).
  • Runtime/Engine/Classes/GameFramework/Actor.h — bReplicates:593, SetReplicates:759, GetLocalRole:776, GetRemoteRole:780, HasAuthority:1938 (inlined :4967), bAlwaysRelevant:333, NetDormancy:869, NetUpdateFrequency:905, SetNetDormancy:3174, FlushNetDormancy:3178.
  • Runtime/CoreUObject/Public/UObject/CoreNetTypes.h — ELifetimeCondition enum (:16), COND_None–COND_NetGroup (:18–34), ELifetimeRepNotifyCondition (:39).
  • Runtime/CoreUObject/Public/UObject/CoreNet.h — FLifetimeProperty (:299).
  • Runtime/Net/Core/Public/Net/Core/PushModel/PushModel.h — MARK_PROPERTY_DIRTY_FROM_NAME (:454), MARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY (:460), FNetPushObjectId (:288).
  • Runtime/Net/Core/Public/Net/Core/PushModel/PushModelMacros.h — WITH_PUSH_MODEL (:5).
  • Runtime/Net/Core/Classes/Net/Serialization/FastArraySerializer.h — FFastArraySerializer, FFastArraySerializerItem, usage pattern (:60–134).

Official docs (UE 5.8, all fetched and verified):

Deep-dive references in this skill:

Related: ue-gameplay-framework, ue-actors-and-components, ue-character-and-movement, ue-gameplay-ability-system.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Ue Networking And Replication AI skill do?

Implement server-authoritative multiplayer in Unreal C++ — network roles and authority (HasAuthority, GetLocalRole, GetRemoteRole, ROLE_Authority/AutonomousProxy/SimulatedProxy), actor replication setup (bReplicates, SetReplicates, bAlwaysRelevant, NetDormancy, NetUpdateFrequency), property replication (UPROPERTY Replicated/ReplicatedUsing, GetLifetimeReplicatedProps, DOREPLIFETIME/DOREPLIFETIME_CONDITION/DOREPLIFETIME_WITH_PARAMS), RepNotify callbacks (OnRep_), RPCs (UFUNCTION Server/Client/NetMulticast, Reliable/Unreliable, WithValidation, _Implementation/_Validate), replication condition...

Why use Ue Networking And Replication on TypingMind?

Because you install it once and use it with any model. Ue Networking And Replication is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Ue Networking And Replication in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-networking-and-replication. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Ue Networking And Replication?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Ue Networking And Replication?

As many as you like. As long as a model supports skills, you can use Ue Networking And Replication with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Ue Networking And Replication AI skill free?

It is published on GitHub by kevinpbuckley. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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