ue-networking-replication

ue-networking-replication is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 164 tokens per session (7,000 once invoked), scanned A, original, MIT.

A guide for building multiplayer features in Unreal Engine, where a server keeps the shared game state and sends updates to connected players. It covers replication, remote procedure calls, authority, and client prediction.

In plain words
What is it for?
Use it when working on dedicated or listen servers, replicated actors, multiplayer game state, RPC calls, or server and client roles.
Why use it?
It helps avoid mistakes when deciding which machine owns game data and how players' views should stay synchronized. It also points to the project's networking setup before changes are made.

Skill for Claude CodeCodex

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

Good fit Use it when working on dedicated or listen servers, replicated actors, multiplayer game state, RPC calls, or server and client roles.

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Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-networking-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 quodsoler/unreal-engine-skills --skill ue-networking-replication
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

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 ue-networking-replication

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-networking-replication/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-networking-replication)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-networking-replication"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-networking-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 ue-networking-replication

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-networking-replication"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-networking-replication.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 164 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 7,000 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. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 15 Sept 2026
How audits are shown
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 $0.00164 $0.07000
Opus 5.5 $0.00066 $0.02800
Sonnet 5.5 $0.00033 $0.01400
Haiku 4.5 $0.00016 $0.00700

Measured 28d ago against content hash fb9bb8192da0, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ue-networking-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 28d 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.

skills/ue-networking-replication/SKILL.md · 487 lines

How it starts

The opening of the file, as written. The whole thing — 487 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Read the full file on GitHub · 487 lines

Files

What ships with it

2 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. 28d ago Changed · +59 lines · +65 tokens per session fb9bb8192da0
  2. 1mo ago First seen · 428 lines · 99 tokens per session scan A ebae7c1cc2b1

Subscribe to this mod's changes

ue-networking-replication is a skill published in the GitHub repository quodsoler/unreal-engine-skills (408 stars, last pushed 29d ago), licensed MIT. It adds 164 tokens to every session and 7,000 once invoked, about $0.0007 per session on Opus 5.5. 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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