ue5-save-load-replication

ue5-save-load-replication is a skill for Claude Code, Codex from IvanYangYangXi/artclaw_bridge. It costs 55 tokens per session (1,133 once invoked), scanned A, original, MIT.

A workflow for designing Unreal Engine 5.6 and 5.7 save systems and multiplayer replication, which synchronizes game state between a server and connected players.

In plain words
What is it for?
Use it to define SaveGame schemas, serialization and restore flows, replicated fields, RPC entry points, server validation, versioning, and migrations.
Why use it?
It helps prevent confusion between data that must persist after closing the game and data that only needs to stay synchronized during a network session.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to define SaveGame schemas, serialization and restore flows, replicated fields, RPC entry points, server validation, versioning, and migrations.

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Install with agentmods
npx agentmods add skills/ivanyangyangxi/artclaw_bridge/ue5-save-load-replication
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.

Any agent
npx skills add IvanYangYangXi/artclaw_bridge --skill ue5-save-load-replication
Clone the repo
git clone --depth 1 https://github.com/IvanYangYangXi/artclaw_bridge

Made for: Claude Code, Codex.

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 ue5-save-load-replication

README.md
[![agentmods](https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-save-load-replication/github.svg)](https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-save-load-replication)
Your own site
<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-save-load-replication"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-save-load-replication/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for ue5-save-load-replication

Your own site · 80×15
<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-save-load-replication"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-save-load-replication.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 55 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,133 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 $0.00055 $0.01133
Opus 5 $0.00028 $0.00566
Sonnet 5 $0.00011 $0.00227
Haiku 4.5 $0.00006 $0.00113

Measured 12d ago against content hash 3cccf5d4059f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

ue5-save-load-replication 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 12d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/marketplace/unreal/ue5-save-load-replication/SKILL.md · 115 lines

How it starts

The opening of the file, as written. The whole thing — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Quick Start

  • Define what must persist and what must replicate.
  • Separate local save state from network runtime state.
  • Output data schema, save flow, load flow, and net flow.

UE5.7 API Anchors

  • Save pipeline anchors:
    • USaveGame
    • UGameplayStatics::CreateSaveGameObject(...)
    • UGameplayStatics::SaveGameToSlot(...), LoadGameFromSlot(...)
    • UGameplayStatics::AsyncSaveGameToSlot(...), AsyncLoadGameFromSlot(...)
  • Replication anchors:
    • GetLifetimeReplicatedProps(...)
    • DOREPLIFETIME(...)
    • ReplicatedUsing=OnRep_*
    • UFUNCTION(Server/Client/NetMulticast, ...)
  • Authority anchors:
    • server-authoritative mutation path
    • client requests routed through validated server RPC entry points

State Contract

  • Every state field must be classified as one of:
    • Persistent-only (SaveGame, not replicated)
    • Replicated-only (runtime sync, not persisted)
    • Persistent + replicated (authoritative state with save restore)
  • Every persisted schema must include:
    • explicit version integer
    • stable identifiers/keys (avoid index-based implicit ordering)
    • migration behavior for older versions
  • Every replicated field must define:
    • replication condition or scope
    • OnRep_* behavior on clients
    • server write ownership

Workflow

1) Partition State

  • Identify gameplay state by ownership: local player, world/shared, match/session.
  • Split ephemeral runtime values from persistent values.
  • Mark authoritative write path for each field.

2) Save Schema

  • Define save structs/objects with explicit schema version.
  • Use stable keys/IDs for actors, components, and inventory-like entries.
  • Include optional migration metadata for backward compatibility.

3) Save Pipeline

  • Gather runtime state into save schema in deterministic order.
  • Write through sync or async slot APIs based on latency sensitivity.
  • Return structured save result (success, failure reason, version used).

4) Load and Restore Pipeline

  • Load save object, validate version, run migration if needed.
  • Apply restore in dependency-safe order (owners before dependents).
  • Resolve missing assets/entities with explicit fallback policy.

Read the full file on GitHub · 115 lines

Files

What ships with it

4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 12d ago First seen · 115 lines · 55 tokens per session scan A 3cccf5d4059f

Subscribe to this mod's changes

ue5-save-load-replication is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 55 tokens to every session and 1,133 once invoked, about $0.0003 per session on Opus 5. 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 2026-08-30.

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