
ue-networking-replication
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 GAS prediction and attribute replication, see ue-gameplay-abilities; for movement replication and CMC prediction, see ue-character-movement.
- Installs
- 1.1K
- Last 24h
- +12
- Trending rank
- #8087
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-networking-replication- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads ue-networking-replication automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
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 server | Net Roles, Net Modes and Authority |
Replicating a variable, OnRep_, GetLifetimeReplicatedProps | Property Replication |
Who receives a property (COND_*) | Lifetime Conditions |
| Cutting per-frame comparison cost | Push Model |
| Replicated arrays / inventories | Fast Array Serialization |
| Server/Client/Multicast calls, validation | Remote Procedure Calls |
SetOwner, relevancy, culling, dormancy | Ownership, Relevancy and Dormancy |
Replicating UObjects owned by an actor or component | Subobject Replication |
| Simulated bodies, physics prediction | Physics Replication |
Iris, net.Iris.UseIrisReplication | Iris Replication System |
| 50+ connections, spatial relevancy | Replication Graph |
UNetDriver, UNetConnection, disconnect detection | Net 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.
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:
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.
| Machine | GetLocalRole() | GetRemoteRole() |
|---|---|---|
| Server | ROLE_Authority | ROLE_AutonomousProxy or ROLE_SimulatedProxy |
| Owning client | ROLE_AutonomousProxy | ROLE_Authority |
| Other clients | ROLE_SimulatedProxy | ROLE_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
// 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);
};
// 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 aUFUNCTION(). 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 whenSetReplicateMovement(true); overridevirtual void OnRep_ReplicatedMovement()to post-process it.UCharacterMovementComponentreplicates moves itself — seeue-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:
ELifetimeCondition Condition = COND_None;
ELifetimeRepNotifyCondition RepNotifyCondition = REPNOTIFY_OnChanged; // or REPNOTIFY_Always
bool bIsPushBased = false;
Lifetime Conditions
Full ELifetimeCondition enum, CoreUObject/Public/UObject/CoreNetTypes.h:
| Value | Sends to |
|---|---|
COND_None | every connection |
COND_InitialOnly | initial bunch only |
COND_OwnerOnly | the actor's owning connection |
COND_SkipOwner | everyone except the owner |
COND_SimulatedOnly | connections where the actor is a simulated proxy |
COND_AutonomousOnly | connections where the actor is an autonomous proxy |
COND_SimulatedOrPhysics | simulated proxies or bRepPhysics actors |
COND_InitialOrOwner | initial bunch, or the owner |
COND_Custom | always eligible; toggled at runtime via the active-override macros |
COND_ReplayOrOwner | replay connection or the owner |
COND_ReplayOnly | replay connection only |
COND_SimulatedOnlyNoReplay | simulated proxies, never replay |
COND_SimulatedOrPhysicsNoReplay | simulated or bRepPhysics, never replay |
COND_SkipReplay | everything except the replay connection |
COND_Dynamic | condition is overridden at runtime; replicates until you set one |
COND_Never | never replicated |
COND_NetGroup | subobjects 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):
#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.
// 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 useMARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY_INDEX(ClassName, PropertyName, ArrayIndex, Object)orMARK_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) andNet.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_MODELis off, so the code is always safe to ship (exception: the no-pushMARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAYstub 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.
#include "Net/Serialization/FastArraySerializer.h" // module NetCore
Item struct derives from FFastArraySerializerItem and may implement any of:
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:
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.
// 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.
| Rule | Detail |
|---|---|
| Ownership | A 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 target | Needs an actor whose owning connection exists; APlayerController is the reliable choice. |
| Reliability | Reliable 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 joiners | Multicasts are not replayed. Persistent state belongs in a replicated property. |
| Parameters | Net-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. |
| Direction | Client/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
Weapon->SetOwner(OwningPlayerController); // server only; drives RPC routing and COND_OwnerOnly
Relevancy fields and hooks on AActor:
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):
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.
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:
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:
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:
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.
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
Irisplugin (EnabledByDefault: false) and set the runtime switchnet.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):
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.
; DefaultEngine.ini
[/Script/OnlineSubsystemUtils.IpNetDriver]
ReplicationDriverClassName="/Script/MyGame.MyReplicationGraph"
// 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.
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.
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 emit | Use in 5.8 | Source |
|---|---|---|
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 FillReplicationParams | UE_DEPRECATED(5.7) in GameFramework/Actor.h |
virtual void EndReplication(EEndPlayReason::Type) | OnStopReplicationForIris | UE_DEPRECATED(5.7) in GameFramework/Actor.h |
BeginReplication(const FActorReplicationParams&) | override FillReplicationParams | UE_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::bHasMoreUnmappedReferences | read OldArraySize only | UE_DEPRECATED(5.4) in Net/Serialization/FastArraySerializer.h |
UObjectReplicationBridge::DetachInstanceFromRemote | DetachRootObjectFromRemote / DetachSubObjectFromRemote | UE_DEPRECATED(5.8) in Iris/ReplicationSystem/ObjectReplicationBridge.h |
UNetObjectFactory::FDestroyedContext | FDetachContext | UE_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.
Related Skills
ue-cpp-foundations—UPROPERTY/UFUNCTIONspecifier reference, module includes, reflection basicsue-gameplay-framework—AGameModeBase(server only),AGameStateBase/APlayerStatereplication scope,APawnpossessionue-gameplay-abilities— GAS prediction keys, attribute set replication, gameplay effect replication modesue-character-movement— CMC move replication, saved moves, server correction and network smoothingue-actor-component-architecture— component lifecycle,SetIsReplicated, subobject ownershipue-async-threading— off-thread work feeding replicated state, task graph and async patternsue-serialization-savegames— persisting state that outlives a session,NetSerializevsSerializeue-gameplay-tags-messaging— native and ini gameplay tags, containers, queries and the async message systemue-mover— the Mover plugin: movement modes, layered moves and rollback networkingue-physics-collision— collision channels, traces, overlaps and Chaos physicsue-world-level-streaming— World Partition, level streaming, data layers and travel
FAQ
What does the ue-networking-replication skill do?
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 GAS prediction and attribute replication, see ue-gameplay-abilities; for movement replication and CMC prediction, see ue-character-movement.
How do I install ue-networking-replication?
Run npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-networking-replication in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/ue-networking-replication/ (personal) or .claude/skills/ue-networking-replication/ (project).
Which AI agents can use ue-networking-replication?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is ue-networking-replication safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains ue-networking-replication?
It is published by quodsoler in quodsoler/unreal-engine-skills. It has 1,150 recorded installs.
More from quodsoler/unreal-engine-skills
ue-cpp-foundations
quodsoler/unreal-engine-skills
Use when writing Unreal Engine C++ that touches the reflection system or core types: UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM, GENERATEDBODY, TObjectPtr, TWeakObjectPtr, TSharedPtr, FGCObject, TArray, TMap, TSet, TOptional, TVariant, DECLAREDYNAMICMULTICASTDELEGATE, AddDynamic, FName, FString, FText, UGameInstanceSubsystem, UWorldSubsystem, GetDefault, TNotNull. Also use when the user mentions 'UE C++', 'garbage collection', 'CDO', 'smart pointers' or 'specifiers'. For Actor and component lifecycle, see ue-actor-component-architecture; for Build.cs and modules, see ue-module-build-system; for Blueprint-facing functions and latent actions, see ue-blueprint-cpp-interop.
ue-ui-umg-slate
quodsoler/unreal-engine-skills
Use when writing or fixing Unreal Engine UI in C++ — UMG user widgets, Slate widgets, Common UI screens, or MVVM view models. Also use when the user mentions 'UUserWidget', 'NativeConstruct', 'BindWidget', 'CreateWidget', 'AddToViewport', 'ESlateVisibility', 'OnClicked', 'UListView', 'widget animation', 'SNew', 'SLATEBEGINARGS', 'SCompoundWidget', 'UCommonActivatableWidget', 'activatable widget stack', 'UCommonButtonBase', 'gamepad focus', 'FUIInputConfig', 'UMVVMViewModelBase', 'FieldNotify', or 'WidgetComponent'. For input modes and Enhanced Input, see ue-input-system; for Slate in editor tooling, see ue-editor-tools.
ue-editor-tools
quodsoler/unreal-engine-skills
Use when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems. Also use when the user mentions 'IDetailCustomization', 'IPropertyTypeCustomization', 'CustomizeDetails', 'RegisterCustomClassLayout', 'IDetailLayoutBuilder', 'AddCustomRow', 'IPropertyHandle', 'UToolMenus', 'ExtendMenu', 'FToolMenuEntry', 'UEditorUtilityWidget', 'Blutility', 'UAssetActionUtility', 'UEditorSubsystem', 'UEdMode', 'UAssetDefinition', 'UFactory', 'FScopedTransaction', or 'editor module'. For Slate fundamentals, see ue-ui-umg-slate; for Build.cs wiring, see ue-module-build-system.
ue-project-context
quodsoler/unreal-engine-skills
Use when creating, refreshing or repairing .agents/ue-project-context.md, the project document every other UE skill reads first. Also use when the user says 'project context', 'set up context', 'UE context', 'scan my project', 'onboard the agent to my project', 'update project context', 'configure project', 'what engine version is this project on', 'which plugins do we have enabled', or complains that UE advice keeps coming out generic. For Build.cs and Target.cs mechanics, see ue-module-build-system; for naming and API-macro conventions, see ue-cpp-foundations; for GAS specifics, see ue-gameplay-abilities.
ue-testing-debugging
quodsoler/unreal-engine-skills
Use when writing or running Unreal Engine tests, adding logging, or profiling a build. Also use when the user mentions 'UELOG', 'log category', 'DEFINELOGCATEGORY', 'UELOGFMT', 'verbosity', 'check', 'ensure', 'ensureMsgf', 'verify', 'IMPLEMENTSIMPLEAUTOMATIONTEST', 'automation test', 'TESTCLASS', 'CQTest', 'AFunctionalTest', 'latent command', 'Unreal Insights', 'TRACECPUPROFILEREVENTSCOPE', 'TRACEBOOKMARK', 'stat unit', 'SCOPECYCLECOUNTER', 'memreport', 'DrawDebugLine', 'UEVLOG', 'gameplay debugger', 'ShowDebug', 'console command', 'CVar', or 'why is my frame time bad'. For module and target wiring, see ue-module-build-system; for editor tooling, see ue-editor-tools.
ue-module-build-system
quodsoler/unreal-engine-skills
Use when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error. Also use when the user mentions 'unresolved external symbol', 'LNK2019', 'cannot open include file', 'C1083', 'MODULENAMEAPI', 'PublicDependencyModuleNames', 'IWYU', 'PCHUsage', 'IMPLEMENTMODULE', 'IMPLEMENTPRIMARYGAMEMODULE', 'LoadingPhase', 'circular dependency', 'Missing precompiled manifest', 'EngineAssociation', 'IncludeOrderVersion', 'Live Coding'. For UCLASS/UPROPERTY rules see ue-cpp-foundations; for editor modules see ue-editor-tools; for Game Feature plugins see ue-game-features.
Popular backend & apis skills
find-skills
vercel-labs/skills
Helps users discover and install agent skills when they ask questions like "how do I do X", "find a skill for X", "is there a skill that can...", or express interest in extending capabilities. This skill should be used when the user is looking for functionality that might exist as an installable skill.
entra-app-registration
microsoft/azure-skills
Guides Microsoft Entra ID app registration, OAuth 2.0 authentication, and MSAL integration. USE FOR: create app registration, register Azure AD app, configure OAuth, set up authentication, add API permissions, generate service principal, MSAL example, console app auth, Entra ID setup, Azure AD authentication. DO NOT USE FOR: Key Vault secrets (use azure-keyvault-expiration-audit), general Azure resource security guidance.
google-agents-cli-adk-code
google/agents-cli
This skill should be used when the user wants to "write agent code", "build an agent with ADK", "add a tool", "create a callback", "define an agent", "use state management" — in a project that needs ADK (Agent Development Kit) API patterns and code examples. It provides a quick reference for agent types, tool definitions, orchestration patterns, callbacks, state management, the graph Workflow API, and reference recipes to study. Do NOT use for scaffolding (use google-agents-cli-scaffold) or deployment (use google-agents-cli-deploy).
embedded-captions
heygen-com/hyperframes
Add captions or subtitles to an existing single-subject talking-head video without editing the footage. Use for plain verbatim captions, cinematic captions embedded behind the subject, VFX captions, “炸/特效/酷炫字幕,” or a named identity from the 35-style catalog. Route by visual identity, not by backend engine. The quiet anchor rail is the default; embed every word only when the user explicitly wants a fully cinematic treatment. The workflow runs locally end to end, including transcription and subject matting; split multi-shot footage before applying it.
entra-agent-id
microsoft/azure-skills
Provision Microsoft Entra Agent Identity Blueprints, BlueprintPrincipals, and per-instance Agent Identities via Microsoft Graph, and configure OAuth 2.0 token exchange (fmipath, OBO, cross-tenant) including the Microsoft Entra SDK for AgentID sidecar. USE FOR: Agent Identity Blueprint, BlueprintPrincipal, agent OAuth, fmipath token exchange, agent OBO, Workload Identity Federation for agents, polyglot agent auth, Microsoft.Identity.Web.AgentIdentities. DO NOT USE FOR: standard Entra app registration (use entra-app-registration), Microsoft Foundry agent authoring (use microsoft-foundry).
neon
neondatabase/agent-skills
Overview of Neon, a complete set of cloud backend primitives around Lakebase Postgres: Auth, Object Storage, Functions, the AI Gateway, and Realtime. Start here to choose Neon for undecided login, files, APIs, and LLM calls, set up the CLI or MCP server, and follow the branch-first workflow. Use when building an app or backend on Neon, or when "Neon" or "Lakebase Postgres" is mentioned. Child skill neon-postgres wins for an existing DATABASEURL, SQL, schema, inspect, or search. Child skill neon-auth wins for login, users, sessions, identity routing, and Managed Better Auth setup. Child skill neon-realtime wins for live queries in reactive apps and agents. Also use for object storage, S3, buckets, serverless functions, function triggers, cron, AI gateway, LLM calls, realtime, logs, Loki, Grafana, observability, postgres, database, backend, Claimable Neon, neon.new, or a no-signup database.