Agent skill

Ue Networking Replication

by quodsoler in quodsoler/unreal-engine-skills

A skill your agent uses when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris.

MITAuto-check passedDatabases

Install Ue Networking Replication

skills CLI
$ npx skills add quodsoler/unreal-engine-skills --skill ue-networking-replication -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install quodsoler/unreal-engine-skills ue-networking-replication --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ue-networking-replication .claude/skills/ue-networking-replication && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
ue-networking-replication
GitHub stars
359
Token cost
~7.1k tokens
SKILL.md length
1,964 words
Files
3 (incl. references)
Skills in repo
31
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris.

  • Writing multiplayer C++: replicating a property
  • SKILL.md covers Context, Net Roles, Net Modes and…, Property Replication and Lifetime Conditions, plus 12 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Choosing an RPC type

What it does

Ue Networking Replication is an agent skill from quodsoler/unreal-engine-skills. Use when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris. Also use when the user mentions 'replicate a variable', 'OnRep', 'DOREPLIFETIME', 'GetLifetimeReplicatedProps', 'Server RPC', 'NetMulticast', 'WithValidation', 'CONDOwnerOnly', 'HasAuthority', 'ENetRole', 'FFastArraySerializer', 'MARKPROPERTYDIRTYFROMNAME', 'net dormancy', 'replication graph', 'dedicated server' or 'listen server'. For…

Its SKILL.md is about 7.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/replication-patterns.md` and `references/rpc-decision-guide.md`).

It sits in Databases, covering Database administration. It works with C++. The repository describes itself as: Unreal Engine C++ skills for AI coding agents. 27 skills covering gameplay, rendering, networking, animation, and more. Works with Claude Code, Cursor, Windsurf, and any agent… The licence is MIT.

When your agent uses it

  • Writing multiplayer C++: replicating a property
  • Choosing an RPC type
  • Tuning relevancy
  • Registering replicated subobjects

Example prompts

  • “replicate a variable”
  • “DOREPLIFETIME”
  • “GetLifetimeReplicatedProps”
  • “/ue-networking-replication”

What it can do on your machine

Read from SKILL.md and the folder at commit f3742d7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp and ini).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Ue Networking Replication loads about 7.1k tokens when it runs, and up to ~15k if it reads all its reference files. Until then it costs about 172 tokens; SKILL.md has 1,964 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~172
When it runs · the whole SKILL.md, loaded when a task matches
~7.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~15k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from quodsoler/unreal-engine-skills at commit f3742d7, republished under its MIT licence (© quodsoler). 1,964 words, ~7,098 tokens.

Download SKILL.mdSave it as .claude/skills/ue-networking-replication/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
ue-networking-replication
description
Use when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris. Also use when the user mentions 'replicate a variable', 'OnRep', 'DOREPLIFETIME', 'GetLifetimeReplicatedProps', 'Server RPC', 'NetMulticast', 'WithValidation', 'COND_OwnerOnly', 'HasAuthority', 'ENetRole', 'FFastArraySerializer', 'MARK_PROPERTY_DIRTY_FROM_NAME', 'net dormancy', 'replication graph', 'dedicated server' or 'listen server'. For GAS prediction and attribute replication, see ue-gameplay-abilities; for movement replication and CMC prediction, see ue-character-movement.
metadata.version
2.0.0
metadata.engine
5.8

UE Networking & Replication

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Server-authoritative replication for actors, components and subobjects. Core APIs live in the Engine module (GameFramework/Actor.h, Engine/NetDriver.h, Net/UnrealNetwork.h) and the NetCore module (Net/Core/PushModel/PushModel.h, Net/Serialization/FastArraySerializer.h). ELifetimeCondition and REPNOTIFY_* come from CoreUObject (UObject/CoreNetTypes.h). Optional systems: the Iris replication system (IrisCore module, SetupIrisSupport(Target) in Build.cs) and the ReplicationGraph plugin (Beta in 5.8, Build.cs module ReplicationGraph).

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
Authority checks, roles, dedicated vs listen serverNet Roles, Net Modes and Authority
Replicating a variable, OnRep_, GetLifetimeReplicatedPropsProperty Replication
Who receives a property (COND_*)Lifetime Conditions
Cutting per-frame comparison costPush Model
Replicated arrays / inventoriesFast Array Serialization
Server/Client/Multicast calls, validationRemote Procedure Calls
SetOwner, relevancy, culling, dormancyOwnership, Relevancy and Dormancy
Replicating UObjects owned by an actor or componentSubobject Replication
Simulated bodies, physics predictionPhysics Replication
Iris, net.Iris.UseIrisReplicationIris Replication System
50+ connections, spatial relevancyReplication Graph
UNetDriver, UNetConnection, disconnect detectionNet Driver and Connections

Worked end-to-end examples: replication patterns. RPC selection tables and verbatim engine RPC declarations: RPC decision guide.

Net Roles, Net Modes and Authority

ENetRole is declared in Engine/Classes/Engine/EngineTypes.h; the accessors are on AActor.

cpp
ROLE_None            // not replicated
ROLE_SimulatedProxy  // remote copy driven by replicated state
ROLE_AutonomousProxy // remote copy of the locally controlled pawn/controller
ROLE_Authority       // owns and may mutate this actor

From GameFramework/Actor.h:

cpp
ENetRole GetLocalRole() const;
ENetRole GetRemoteRole() const;
bool HasAuthority() const;
ENetMode GetNetMode() const;
bool IsNetMode(ENetMode Mode) const;

ENetMode (Engine/Classes/Engine/EngineBaseTypes.h): NM_Standalone, NM_DedicatedServer, NM_ListenServer, NM_Client. Every mode below NM_Client is a server.

MachineGetLocalRole()GetRemoteRole()
ServerROLE_AuthorityROLE_AutonomousProxy or ROLE_SimulatedProxy
Owning clientROLE_AutonomousProxyROLE_Authority
Other clientsROLE_SimulatedProxyROLE_Authority

On a listen server the host is ROLE_Authority and locally controlled: use APawn::IsLocallyControlled() to skip host-only or client-only paths.

Property Replication

cpp
// MyReplicatedActor.h
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyReplicatedActor.generated.h"

UCLASS()
class MYGAME_API AMyReplicatedActor : public AActor
{
    GENERATED_BODY()

public:
    AMyReplicatedActor();

    virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;

protected:
    UPROPERTY(ReplicatedUsing = OnRep_Health)
    float Health = 100.f;

    UPROPERTY(Replicated)
    int32 TeamId = 0;

    UFUNCTION()
    void OnRep_Health(float PreviousHealth);
};
cpp
// MyReplicatedActor.cpp
#include "MyReplicatedActor.h"
#include "Net/UnrealNetwork.h"

AMyReplicatedActor::AMyReplicatedActor()
{
    bReplicates = true;                     // or SetReplicates(true) at runtime
    SetReplicateMovement(true);
    SetNetUpdateFrequency(10.f);            // replication considerations per second
    SetMinNetUpdateFrequency(2.f);          // throttled floor when nothing changes
    SetNetCullDistanceSquared(225000000.f); // 150 m squared
    NetPriority = 1.f;                      // still a public field in 5.8
}

void AMyReplicatedActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps); // never omit
    DOREPLIFETIME(AMyReplicatedActor, Health);
    DOREPLIFETIME_CONDITION(AMyReplicatedActor, TeamId, COND_InitialOnly);
}

void AMyReplicatedActor::OnRep_Health(float PreviousHealth)
{
    // Clients only. Must be idempotent: relevancy changes re-fire it.
}

Rules:

  • OnRep_ must be a UFUNCTION(). Its optional single parameter is the previous value and must match the property type.
  • Only the authority may write a replicated property. OnRep_ does not fire on the machine that made the change.
  • UPROPERTY(NotReplicated) inside a replicated struct excludes a member.
  • FVector_NetQuantize / _NetQuantize10 / _NetQuantize100 / _NetQuantizeNormal (Engine/NetSerialization.h) cut world-position bandwidth: 0, 1 and 2 decimal places, and 16 bits per component for normals.
  • FRepMovement (Engine/Classes/Engine/ReplicatedState.h) carries location/rotation/velocity when SetReplicateMovement(true); override virtual void OnRep_ReplicatedMovement() to post-process it. UCharacterMovementComponent replicates moves itself — see ue-character-movement.
  • On the first bunch for a connection, every eligible property is sent at once. Keep initial state small and push spawn-only data behind COND_InitialOnly.

Macros (Net/UnrealNetwork.h): DOREPLIFETIME, DOREPLIFETIME_CONDITION, DOREPLIFETIME_CONDITION_NOTIFY, DOREPLIFETIME_WITH_PARAMS, DOREPLIFETIME_WITH_PARAMS_FAST, DOREPLIFETIME_WITH_PARAMS_FAST_STATIC_ARRAY, DOREPLIFETIME_ACTIVE_OVERRIDE, DOREPLIFETIME_ACTIVE_OVERRIDE_FAST, DISABLE_REPLICATED_PROPERTY.

FDoRepLifetimeParams (Net/UnrealNetwork.h) is the struct behind the _WITH_PARAMS forms:

cpp
ELifetimeCondition Condition = COND_None;
ELifetimeRepNotifyCondition RepNotifyCondition = REPNOTIFY_OnChanged; // or REPNOTIFY_Always
bool bIsPushBased = false;

Lifetime Conditions

Full ELifetimeCondition enum, CoreUObject/Public/UObject/CoreNetTypes.h:

ValueSends to
COND_Noneevery connection
COND_InitialOnlyinitial bunch only
COND_OwnerOnlythe actor's owning connection
COND_SkipOwnereveryone except the owner
COND_SimulatedOnlyconnections where the actor is a simulated proxy
COND_AutonomousOnlyconnections where the actor is an autonomous proxy
COND_SimulatedOrPhysicssimulated proxies or bRepPhysics actors
COND_InitialOrOwnerinitial bunch, or the owner
COND_Customalways eligible; toggled at runtime via the active-override macros
COND_ReplayOrOwnerreplay connection or the owner
COND_ReplayOnlyreplay connection only
COND_SimulatedOnlyNoReplaysimulated proxies, never replay
COND_SimulatedOrPhysicsNoReplaysimulated or bRepPhysics, never replay
COND_SkipReplayeverything except the replay connection
COND_Dynamiccondition is overridden at runtime; replicates until you set one
COND_Nevernever replicated
COND_NetGroupsubobjects only — connections in the same net condition group

COND_NetGroup pairs with UE::Net::FNetConditionGroupManager (Net/Core/Misc/NetConditionGroupManager.h, module NetCore), reached through UNetworkSubsystem::GetNetConditionGroupManager() (Net/Subsystems/NetworkSubsystem.h):

cpp
#include "Net/Core/Misc/NetConditionGroupManager.h"
#include "Net/Subsystems/NetworkSubsystem.h"

AddReplicatedSubObject(MySubObject, COND_NetGroup); // on the owning actor/component
UNetworkSubsystem* NetSubsystem = GetWorld()->GetSubsystem<UNetworkSubsystem>();
NetSubsystem->GetNetConditionGroupManager().RegisterSubObjectInGroup(MySubObject, FName("RedTeam"));
MyPlayerController->IncludeInNetConditionGroup(FName("RedTeam"));

UE::Net::NetGroupOwner and UE::Net::NetGroupReplay are engine-managed groups; do not add a player controller to them. APlayerController also exposes RemoveFromNetConditionGroup, IsMemberOfNetConditionGroup and GetNetConditionGroups.

Push Model

Push model removes the per-frame memcmp of replicated properties: the property is only compared when you mark it dirty. It works with the classic net driver and with Iris — it is not an Iris feature.

cpp
// MyPushActor.cpp
#include "MyPushActor.h"
#include "Net/UnrealNetwork.h"
#include "Net/Core/PushModel/PushModel.h"

void AMyPushActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);

    FDoRepLifetimeParams Params;
    Params.bIsPushBased = true;
    Params.Condition = COND_OwnerOnly;
    DOREPLIFETIME_WITH_PARAMS_FAST(AMyPushActor, Ammo, Params);
}

void AMyPushActor::ConsumeAmmo(int32 Count)
{
    if (!HasAuthority())
    {
        return;
    }
    Ammo -= Count;
    MARK_PROPERTY_DIRTY_FROM_NAME(AMyPushActor, Ammo, this);
}
  • MARK_PROPERTY_DIRTY_FROM_NAME(ClassName, PropertyName, Object) is the preferred marker. Static arrays use MARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY_INDEX(ClassName, PropertyName, ArrayIndex, Object) or MARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY(ClassName, PropertyName, Object).
  • Opt in twice: bWithPushModel = true; in the game/server *.Target.cs (defaults to true only for Editor targets, TargetRules.cs:1524) and Net.IsPushModelEnabled=1 (defaults to false, PushModel.cpp:434). Until both are on, properties are compared as usual.
  • The macros compile to nothing when WITH_PUSH_MODEL is off, so the code is always safe to ship (exception: the no-push MARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY stub takes 4 arguments, PushModel.h:489, so the 3-argument form fails to compile there).
  • A struct property mutated by reference needs an accessor that marks it dirty before handing out the reference.
  • With push model enabled, forgetting one marker means the property silently stops replicating — this is the main cost of opting in.

Fast Array Serialization

FFastArraySerializer sends only changed items instead of the whole array.

cpp
#include "Net/Serialization/FastArraySerializer.h"   // module NetCore

Item struct derives from FFastArraySerializerItem and may implement any of:

cpp
void PreReplicatedRemove(const struct FMyItemArray& InArraySerializer);
void PostReplicatedAdd(const struct FMyItemArray& InArraySerializer);
void PostReplicatedChange(const struct FMyItemArray& InArraySerializer);

The array struct derives from FFastArraySerializer, implements NetDeltaSerialize via FastArrayDeltaSerialize<ItemType, ArrayType>(Items, DeltaParms, *this), and needs TStructOpsTypeTraits<...> { WithNetDeltaSerializer = true }. It may also implement the array-level receive hook:

cpp
void PostReplicatedReceive(const FFastArraySerializer::FPostReplicatedReceiveParameters& Parameters);

FPostReplicatedReceiveParameters::OldArraySize is the size before the update, which makes this the right place for "the whole list changed, rebuild the UI" work.

Dirty rules — both are mandatory, and both are common sources of "my array does not replicate":

  • MarkItemDirty(Item) after adding or mutating an item.
  • MarkArrayDirty() after removing an item (it also invalidates the ID map).

Full inventory implementation: replication patterns, Pattern 3.

Remote Procedure Calls

UFUNCTION network specifiers (UObject/ObjectMacros.h): Server, Client, NetMulticast, Reliable, Unreliable, WithValidation, BlueprintAuthorityOnly, BlueprintCosmetic. Reliable/Unreliable are only valid together with Server, Client or NetMulticast.

cpp
// Client calls, server executes. WithValidation generates the _Validate pair.
UFUNCTION(Server, Reliable, WithValidation)
void ServerFireWeapon(FVector_NetQuantize Origin, FVector_NetQuantizeNormal Direction);

// Server calls, the owning client executes.
UFUNCTION(Client, Reliable)
void ClientShowKillConfirm(int32 VictimId);

// Server calls, server and every client with this actor relevant execute.
UFUNCTION(NetMulticast, Unreliable)
void MulticastPlayHitEffect(FVector_NetQuantize ImpactPoint);

You write _Implementation bodies; with WithValidation you also write _Validate, and returning false disconnects the caller.

RuleDetail
OwnershipA Server RPC only routes if the calling client owns the actor through its SetOwner chain up to its APlayerController. Unowned actors drop the call; the only trace is a LogNet Warning "No owning connection for actor…" (NetDriver.cpp:8274).
Client RPC targetNeeds an actor whose owning connection exists; APlayerController is the reliable choice.
ReliabilityReliable for state changes, Unreliable for high-frequency cosmetics. Do not send Reliable RPCs every tick: once a channel has more than RELIABLE_BUFFER (512, NetConnection.h:82) unacked reliable bunches the connection is closed with ReliableBufferOverflow (DataChannel.cpp:1445).
Late joinersMulticasts are not replayed. Persistent state belongs in a replicated property.
ParametersNet-addressable types only. A UObject* that is neither replicated nor stably named (asset, class, map-placed actor) arrives as nullptr; pass an id and resolve remotely.
DirectionClient/NetMulticast called on a client are never sent; they just run locally on that client (Actor.cpp:5569-5573, 5587-5592). Guard call sites with HasAuthority().

Decision tables, reliability matrices and verbatim PlayerController.h declarations: RPC decision guide.

Ownership, Relevancy and Dormancy

cpp
Weapon->SetOwner(OwningPlayerController);   // server only; drives RPC routing and COND_OwnerOnly

Relevancy fields and hooks on AActor:

cpp
bAlwaysRelevant = true;       // ignore distance culling
bOnlyRelevantToOwner = true;  // owner connection only

virtual bool IsNetRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation) const override;
virtual float GetNetPriority(const FVector& ViewPos, const FVector& ViewDir, AActor* Viewer, AActor* ViewTarget, UActorChannel* InChannel, float Time, bool bLowBandwidth) override;

SetNetCullDistanceSquared() sets the squared radius; NetPriority breaks ties when bandwidth saturates; GetReplayPriority() does the same for replay recording.

Dormancy (ENetDormancy in EngineTypes.h: DORM_Never, DORM_Awake, DORM_DormantAll, DORM_DormantPartial, DORM_Initial):

cpp
NetDormancy = DORM_Initial;        // constructor: map-placed actors start dormant
SetNetDormancy(DORM_DormantAll);   // runtime
FlushNetDormancy();                // push one update, then return to dormant

A waking dormant actor is diffed against the replicator the connection kept when it went dormant (DataChannel.cpp:2510-2519), so normally only changes are sent; an actor whose channel closed on relevancy gets a full initial bunch when it re-enters range, which fires its OnRep_s again. Write OnRep_ handlers that tolerate repeats.

Show full SKILL.md (829 more words)Show less

Subobject Replication

bReplicateUsingRegisteredSubObjectList defaults to false in 5.8 (GDefaultUseSubObjectReplicationList = false in Engine/Private/Components/ActorComponent.cpp, project-wide CVar net.SubObjects.DefaultUseSubObjectReplicationList). Opt in per class, or nothing you register replicates:

cpp
AMyQuestActor::AMyQuestActor()
{
    bReplicates = true;
    bReplicateUsingRegisteredSubObjectList = true;  // protected field; set in the constructor
}

AActor registration API (GameFramework/Actor.h); UActorComponent (Components/ActorComponent.h) mirrors all but the ActorComponent variants:

cpp
void AddReplicatedSubObject(UObject* SubObject, ELifetimeCondition NetCondition = COND_None);
void RemoveReplicatedSubObject(UObject* SubObject);
void AddActorComponentReplicatedSubObject(UActorComponent* OwnerComponent, UObject* SubObject, ELifetimeCondition NetCondition = COND_None);
void RemoveActorComponentReplicatedSubObject(UActorComponent* OwnerComponent, UObject* SubObject);
void DestroyReplicatedSubObjectOnRemotePeers(UObject* SubObject);
void TearOffReplicatedSubObjectOnRemotePeers(UObject* SubObject);
bool IsUsingRegisteredSubObjectList() const;

RemoveReplicatedSubObject only stops future updates — the client keeps its copy. Use DestroyReplicatedSubObjectOnRemotePeers to delete it remotely, or TearOffReplicatedSubObjectOnRemotePeers to leave an orphaned local copy. The subobject must override virtual bool IsSupportedForNetworking() const to return true and declare its own GetLifetimeReplicatedProps.

When the flag is false, the engine instead calls the still-live virtual:

cpp
virtual bool ReplicateSubobjects(class UActorChannel* Channel, class FOutBunch* Bunch, FReplicationFlags* RepFlags) override;

Inside it, forward to Super:: and call Channel->ReplicateSubobject(SubObject, *Bunch, *RepFlags). Registered subobjects: replication patterns, Pattern 5.

Physics Replication

EPhysicsReplicationMode (EngineTypes.h) selects how a simulated body is corrected: Default, PredictiveInterpolation, Resimulation, None.

cpp
SetPhysicsReplicationMode(EPhysicsReplicationMode::PredictiveInterpolation);
EPhysicsReplicationMode Mode = GetPhysicsReplicationMode();

PredictiveInterpolation and Resimulation require Project Settings → Physics → Physics Prediction. Keep every interacting body on the same mode. For rollback-style networked physics use UNetworkPhysicsComponent (Engine/Public/Physics/NetworkPhysicsComponent.h) and the FAsyncPhysicsTimestamp handshake on APlayerController (ClientSetupNetworkPhysicsTimestamp, ServerSendLatestAsyncPhysicsTimestamp); collision and body setup belong to ue-physics-collision.

Iris Replication System

Iris is the alternative replication backend (plugin Iris, Beta flag in 5.8; Epic's 5.8 notes call it production-ready for licensees). Runtime module IrisCore under Source/Runtime/Net/Iris, engine glue under Engine/Public/Net/Iris.

  • Enable in a module's Build.cs: SetupIrisSupport(Target);
  • Enable the Iris plugin (EnabledByDefault: false) and set the runtime switch net.Iris.UseIrisReplication=1; it defaults to 0, the classic replication system (IrisConfig.cpp:14).
  • Property declaration, RPCs, conditions and push model are unchanged. Iris changes the backend, not the gameplay-facing API.

Actor hooks when Iris is active (GameFramework/Actor.h):

cpp
virtual void FillReplicationParams(const FFillReplicationParamsContext& Context, FActorReplicationParams& OutParams) override; // public
virtual void OnReplicationStartedForIris(const FOnReplicationStartedParams&) override;                                        // protected
virtual void OnStopReplicationForIris(const FOnStopReplicationParams&) override;                                              // protected

UReplicationBridge and UObjectReplicationBridge (Iris/ReplicationSystem/) are internal; gameplay code should not derive from them. UReplicationBridge no longer has the separate base class it used to; treat it as internal.

Replication Graph

For high connection counts, replace per-connection relevancy scanning with the ReplicationGraph plugin (Beta in 5.8). Build.cs module: ReplicationGraph.

ini
; DefaultEngine.ini
[/Script/OnlineSubsystemUtils.IpNetDriver]
ReplicationDriverClassName="/Script/MyGame.MyReplicationGraph"
cpp
// MyReplicationGraph.h
#pragma once

#include "CoreMinimal.h"
#include "ReplicationGraph.h"
#include "MyReplicationGraph.generated.h"

UCLASS()
class MYGAME_API UMyReplicationGraph : public UReplicationGraph
{
    GENERATED_BODY()

public:
    virtual void InitGlobalActorClassSettings() override;
    virtual void InitGlobalGraphNodes() override;
    virtual void InitConnectionGraphNodes(UNetReplicationGraphConnection* ConnectionManager) override;
};

Node classes (ReplicationGraph.h): UReplicationGraphNode_GridSpatialization2D (world grid), UReplicationGraphNode_AlwaysRelevant (game state, managers), UReplicationGraphNode_AlwaysRelevant_ForConnection (controller, player state), UReplicationGraphNode_ActorList (hand-built lists), UReplicationGraphNode_DormancyNode, UReplicationGraphNode_DynamicSpatialFrequency.

Net Driver and Connections

UNetDriver (Engine/Classes/Engine/NetDriver.h) owns the connections and drives replication for a world.

cpp
if (UNetDriver* Driver = GetWorld()->GetNetDriver())
{
    // Driver->ClientConnections — server side, one per client
    // Driver->ServerConnection  — client side, the single upstream connection
}

UNetConnection (Engine/Classes/Engine/NetConnection.h) is one client's connection. Reach it with AActor::GetNetConnection() (overridden by APlayerController). Split-screen players get a UChildConnection (Engine/ChildConnection.h) hanging off the parent.

cpp
UE::Net::FConnectionHandle Handle = Connection->GetConnectionHandle();
UNetConnection* Found = Driver->GetConnectionByHandle(Handle);
const bool bGone = Connection->IsClosingOrClosed();          // USOCK_Closing or USOCK_Closed
EConnectionState State = Connection->GetConnectionState();

Prefer AGameModeBase::Logout for disconnect handling over polling connection state.

APlayerController exists only on the server and its owning client. Data every client needs goes on APawn, APlayerState or AGameStateBase — see ue-gameplay-framework.

Deprecated — do not use

Do not emitUse in 5.8Source
NetUpdateFrequency = X;SetNetUpdateFrequency(X) / GetNetUpdateFrequency()UE_DEPRECATED(5.5) in GameFramework/Actor.h
MinNetUpdateFrequency = X;SetMinNetUpdateFrequency(X) / GetMinNetUpdateFrequency()UE_DEPRECATED(5.5) in GameFramework/Actor.h
NetCullDistanceSquared = X;SetNetCullDistanceSquared(X) / GetNetCullDistanceSquared()UE_DEPRECATED(5.5) in GameFramework/Actor.h
virtual void BeginReplication()OnReplicationStartedForIris or FillReplicationParamsUE_DEPRECATED(5.7) in GameFramework/Actor.h
virtual void EndReplication(EEndPlayReason::Type)OnStopReplicationForIrisUE_DEPRECATED(5.7) in GameFramework/Actor.h
BeginReplication(const FActorReplicationParams&)override FillReplicationParamsUE_DEPRECATED(5.7) in GameFramework/Actor.h
UNetConnection::GetConnectionId()GetConnectionHandle()UE_DEPRECATED(5.6) in Engine/NetConnection.h
UNetConnection::SetConnectionId()nothing — external code must not set it (SetConnectionHandle() is protected, NetConnection.h:2006)UE_DEPRECATED(5.6) in Engine/NetConnection.h
UNetConnection::GetParentConnectionId()GetConnectionHandle()UE_DEPRECATED(5.6) in Engine/NetConnection.h
UNetDriver::GetConnectionById(uint32)GetConnectionByHandle(FConnectionHandle)UE_DEPRECATED(5.6) in Engine/NetDriver.h
UNetDriver::SetPendingDestruction()RequestNetDriverDestruction()UE_DEPRECATED(5.6) in Engine/NetDriver.h
FPostReplicatedReceiveParameters::bHasMoreUnmappedReferencesread OldArraySize onlyUE_DEPRECATED(5.4) in Net/Serialization/FastArraySerializer.h
UObjectReplicationBridge::DetachInstanceFromRemoteDetachRootObjectFromRemote / DetachSubObjectFromRemoteUE_DEPRECATED(5.8) in Iris/ReplicationSystem/ObjectReplicationBridge.h
UNetObjectFactory::FDestroyedContextFDetachContextUE_DEPRECATED(5.8) in Iris/ReplicationSystem/NetObjectFactory.h

Common Mistakes

Assuming the registered subobject list is on: it defaults to false, so AddReplicatedSubObject alone replicates nothing. Set bReplicateUsingRegisteredSubObjectList = true in the constructor (or flip net.SubObjects.DefaultUseSubObjectReplicationList) and confirm with IsUsingRegisteredSubObjectList().

Omitting Super::GetLifetimeReplicatedProps: every inherited replicated property is dropped, including engine state on AActor and APawn. Call Super first, always.

Mutating replicated state on a client: the next server update overwrites it and no rollback happens. Guard with if (!HasAuthority()) return; and apply authoritative values in OnRep_.

Push model without a marker: a property declared with Params.bIsPushBased = true and never marked dirty simply stops replicating. Every write path needs MARK_PROPERTY_DIRTY_FROM_NAME.

Removing from a fast array without MarkArrayDirty(): removals do not reach clients. MarkItemDirty covers mutation only.

Using NetMulticast for persistent state: late joiners never receive it. Multicast is for one-shot cosmetics; state belongs in a replicated property.

Server RPC on an unowned actor: the call is dropped with only a LogNet Warning. Call SetOwner() on the server after spawning, and keep the chain intact up to the APlayerController.

Non-UFUNCTION OnRep_: UHT rejects ReplicatedUsing pointing at a plain member function. Declare UFUNCTION() above it.

Server RPC without WithValidation that mutates state: a client can send any parameter values. Validate in _Validate, or better, send an id and look up the authoritative data server-side.

OnRep_ that is not idempotent: relevancy changes re-send the full state and re-fire callbacks. Do not treat OnRep_ as an "exactly once" event.

  • ue-cpp-foundations — UPROPERTY/UFUNCTION specifier reference, module includes, reflection basics
  • ue-gameplay-framework — AGameModeBase (server only), AGameStateBase/APlayerState replication scope, APawn possession
  • ue-gameplay-abilities — GAS prediction keys, attribute set replication, gameplay effect replication modes
  • ue-character-movement — CMC move replication, saved moves, server correction and network smoothing
  • ue-actor-component-architecture — component lifecycle, SetIsReplicated, subobject ownership
  • ue-async-threading — off-thread work feeding replicated state, task graph and async patterns
  • ue-serialization-savegames — persisting state that outlives a session, NetSerialize vs Serialize
  • ue-gameplay-tags-messaging — native and ini gameplay tags, containers, queries and the async message system
  • ue-mover — the Mover plugin: movement modes, layered moves and rollback networking
  • ue-physics-collision — collision channels, traces, overlaps and Chaos physics
  • ue-world-level-streaming — World Partition, level streaming, data layers and travel

© quodsoler, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in skills/ue-networking-replication of quodsoler/unreal-engine-skills.

  • SKILL.md
  • references/replication-patterns.md
  • references/rpc-decision-guide.md

Open the folder on GitHubat commit f3742d7

Compare with similar skills

Ue Networking Replication next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Works with

Categories

Questions about Ue Networking Replication

What does Ue Networking Replication do?

A skill your agent uses when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris. Ue Networking Replication is an agent skill from quodsoler/unreal-engine-skills. Use when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris.

When should I use Ue Networking Replication?

Ue Networking Replication fits situations like: writing multiplayer C++: replicating a property; choosing an RPC type; tuning relevancy; registering replicated subobjects.

How do I install Ue Networking Replication in Claude Code?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-networking-replication -a claude-code`. Or copy the skill folder (skills/ue-networking-replication in quodsoler/unreal-engine-skills) into .claude/skills/ue-networking-replication in your project. Claude Code loads it when a task matches its description.

How do I install Ue Networking Replication in Codex?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-networking-replication -a codex`. Or copy the skill folder (skills/ue-networking-replication in quodsoler/unreal-engine-skills) into .agents/skills/ue-networking-replication in your project. Codex loads it when a task matches its description.

Can I use Ue Networking Replication in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add quodsoler/unreal-engine-skills --skill ue-networking-replication -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue-networking-replication, .gemini/skills/ue-networking-replication, .github/skills/ue-networking-replication and .opencode/skills/ue-networking-replication in your project.

What does Ue Networking Replication need to run?

SKILL.md names no scripts, command-line tools or credentials: Ue Networking Replication is instructions for the agent only.

Does Ue Networking Replication access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Ue Networking Replication safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Ue Networking Replication use?

Ue Networking Replication is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Ue Networking Replication use?

About 7.1k tokens (SKILL.md is roughly 28k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 8.2k tokens, read only when the agent opens those files.

What are the alternatives to Ue Networking Replication?

Skills that share tags, products or a category with Ue Networking Replication: Triage Tt Metal Asserts (tenstorrent/tt-mlir, 312 stars), Tlaplus Spec Generator (ArabelaTso/Skills-4-SE, 253 stars), Hybrid Cloud Outboxes (getsentry/sentry, 46k stars) and Ue Specifiers (fjz13/UnrealSpecifiers, 1.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Ue Networking Replication?

quodsoler (a GitHub user) maintains it in quodsoler/unreal-engine-skills, which has 359 GitHub stars. The repository holds 31 skills in this directory. The repository was last updated on September 28, 2026.

Source: quodsoler/unreal-engine-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.