Agent Skills: Unreal Networking Skill

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

UncategorizedID: a5c-ai/babysitter/unreal-networking

Install this agent skill to your local

pnpm dlx add-skill https://github.com/a5c-ai/babysitter/tree/HEAD/plugins/babysitter/skills/babysit/process/specializations/game-development/skills/unreal-networking

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plugins/babysitter/skills/babysit/process/specializations/game-development/skills/unreal-networking/SKILL.md

Skill Metadata

Name
unreal-networking
Description
Unreal Engine networking skill for replication, RPCs, relevancy, and dedicated server architecture.

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

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

References