Installable skillMIT

Unreal Networking Skill

Unreal Engine networking skill for replication, RPCs, relevancy, and dedicated server architecture.

BY a5c-aiUPDATED Oct 27, 2026
INTENDED FOR✳Claude Code>_Codex◈OpenClaw↗Cursor◎ChatGPT✦GeminiInstall in a listed agent.

instructions.md

---
name: unreal-networking
description: Unreal Engine networking skill for replication, RPCs, relevancy, and dedicated server architecture.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
  domains: [domain:gaming]
  specializations: [specialization:game-development]
  skillAreas: [skill-area:multiplayer-networking, skill-area:game-engines]
  roles: [role:game-developer]
---

# Unreal Networking Skill

Multiplayer networking for Unreal Engine.

## Overview

This skill provides capabilities for implementing multiplayer games using Unreal's built-in networking system.

## Capabilities

### Replication
- Configure replicated properties
- Handle replication conditions
- Manage replication priorities
- Implement custom replication

### Remote Procedure Calls
- Implement Server RPCs
- Create Client RPCs
- Handle Multicast RPCs
- Manage RPC reliability

### Authority and Relevancy
- Handle server authority
- Configure network relevancy
- Manage actor ownership
- Implement client prediction

### Dedicated Servers
- Build dedicated server targets
- Handle headless mode
- Manage server performance
- Implement session management

## Prerequisites

- Unreal Engine 5.0+
- Network knowledge

## Usage Patterns

### Replicated Property

```cpp
UPROPERTY(ReplicatedUsing=OnRep_Health)
float Health;

UFUNCTION()
void OnRep_Health()
{
    // Called on clients when Health changes
    UpdateHealthUI();
}

void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    DOREPLIFETIME(AMyCharacter, Health);
}
```

### RPC Implementation

```cpp
UFUNCTION(Server, Reliable, WithValidation)
void Server_Fire(FVector Location, FRotator Rotation);

bool Server_Fire_Validate(FVector Location, FRotator Rotation)
{
    return true; // Add validation
}

void Server_Fire_Implementation(FVector Location, FRotator Rotation)
{
    // Execute on server
}
```

## Best Practices

1. Validate all server RPCs
2. Minimize replicated properties
3. Use relevancy wisely
4. Test with simulated lag
5. Profile network bandwidth

## References

- [Networking Documentation](https://docs.unrealengine.com/5.0/en-US/networking-and-multiplayer-in-unreal-engine/)
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.