home / skills / a5c-ai / babysitter / unreal-networking
/plugins/babysitter/skills/babysit/process/specializations/game-development/skills/unreal-networking
This skill helps you implement Unreal Engine multiplayer networking including replication, RPCs, relevancy, and dedicated server architecture across projects.
npx playbooks add skill a5c-ai/babysitter --skill unreal-networkingReview the files below or copy the command above to add this skill to your agents.
---
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
---
# 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/)
This skill provides practical guidance and code patterns for implementing multiplayer features in Unreal Engine, focusing on replication, RPCs, relevancy, and dedicated server architecture. It targets Unreal Engine 5+ developers who need reliable, performant networking behavior in gameplay. The content emphasizes concrete examples, common pitfalls, and performance-aware defaults.
The skill inspects common multiplayer tasks and presents concrete implementations for replicated properties, server/client/multicast RPCs, authority management, and relevancy tuning. It explains how to register properties for replication, validate and implement RPCs on the server, and configure actor ownership and relevancy rules. It also covers building and operating headless dedicated servers and techniques for profiling and testing under simulated network conditions.
Do I need Unreal Engine 5 to use these patterns?
The patterns target UE5 and later, but many replication and RPC concepts apply to UE4 with minor API differences.
When should I use replicated properties versus RPCs?
Use replicated properties for authoritative state that changes infrequently and must be consistent; use RPCs for actions, validation, or transient events.