Unreal Engine networking skill for replication, RPCs, relevancy, and dedicated server architecture.
Scanned 9/2/2026
Install to Claude Code
npx -y skills add a5c-ai/babysitter --skill unreal-networking --agent claude-codeInstalls into .claude/skills of the current project.
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---
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/)
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