unreal-networking
// Unreal Engine networking skill for replication, RPCs, relevancy, and dedicated server architecture.
$ git log --oneline --stat
stars:384
forks:73
updated:March 4, 2026
SKILL.mdreadonly
SKILL.md Frontmatter
nameunreal-networking
descriptionUnreal Engine networking skill for replication, RPCs, relevancy, and dedicated server architecture.
allowed-toolsRead, Grep, Write, Bash, Edit, Glob, WebFetch
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
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
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
- Validate all server RPCs
- Minimize replicated properties
- Use relevancy wisely
- Test with simulated lag
- Profile network bandwidth