unreal-networking

unreal-networking is a cursor rule for Cursor from Stramp/Lost-Mines-Phandelver. It costs 0 tokens per session (447 once invoked), scanned A, original, MIT.

Rules for synchronizing game state between computers in an Unreal Engine multiplayer game. Replication sends selected properties and events between the server and connected players.

In plain words
What is it for?
Use them when synchronizing properties, reacting to changes, and defining server, client, or all-player remote calls.
Why use it?
They help prevent players from seeing different game states or using network calls incorrectly.

Cursor rule for Cursor

Written for Cursor: installed under .cursor/.

Good fit Use them when synchronizing properties, reacting to changes, and defining server, client…

Compare 6 cursor rules from other repositories ↓
Install with agentmods
npx agentmods add rules/stramp/lost-mines-phandelver/unreal-networking
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/Stramp/Lost-Mines-Phandelver

Made for: Cursor.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unreal-networking

README.md
[![agentmods](https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-networking.svg)](https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-networking)
Your own site
<a href="https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-networking"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-networking.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Nothing until a file matches its globs; then the whole rule loads.
When invoked 447 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.00447
Opus 5 $0.00000 $0.00224
Sonnet 5 $0.00000 $0.00089
Haiku 4.5 $0.00000 $0.00045

Measured 6d ago against content hash f1932f6b89e7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

unreal-networking scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.cursor/rules/unreal-networking.mdc · 70 lines

What it actually says

Networking - Unreal Engine 5.7

Property Replication

  • Use UPROPERTY(Replicated) for properties that need to synchronize
  • Use ReplicatedUsing = FunctionName for callback when value changes
  • Implement GetLifetimeReplicatedProps() to configure replication

Replication Example

// Header
UPROPERTY(Replicated, ReplicatedUsing = OnRep_Health)
float Health;

UFUNCTION()
void OnRep_Health();

// Cpp
void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    DOREPLIFETIME(AMyActor, Health);
}

void AMyActor::OnRep_Health()
{
    // Called when Health is replicated
}

RPCs (Remote Procedure Calls)

  • Server RPC - Client calls server
    UFUNCTION(Server, Reliable)
    void ServerFireWeapon();
    
  • Client RPC - Server calls client
    UFUNCTION(Client, Reliable)
    void ClientShowDamage(float DamageAmount);
    
  • NetMulticast - Server calls all clients
    UFUNCTION(NetMulticast, Reliable)
    void MulticastExplode();
    

RPC Validation

  • Use WithValidation to validate RPCs:
    UFUNCTION(Server, Reliable, WithValidation)
    void ServerFireWeapon();
    
    bool ServerFireWeapon_Validate() { return true; }
    void ServerFireWeapon_Implementation() { /* code */ }
    

Best Practices

  • Minimize replicated data (only what is necessary)
  • Use ReplicatedUsing to update UI/local when values change
  • Reliable RPCs are guaranteed, unreliable ones can be lost
  • Use NetPriority to control replication order
  • Consider NetUpdateFrequency to control update frequency
  • ALWAYS validate server RPCs to prevent cheating
Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 6d ago First seen · 70 lines · 0 tokens per session scan A f1932f6b89e7

Subscribe to this mod's changes

unreal-networking is a cursor rule published in the GitHub repository Stramp/Lost-Mines-Phandelver (2 stars, last pushed 9mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 447 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.