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.
npx skills add quodsoler/unreal-engine-skills --skill ue-networking-replicationgit clone --depth 1 https://github.com/quodsoler/unreal-engine-skillsWrote 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.
[](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-networking-replication)<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.
<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>- Socket pass
- Snyk pass
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.
| Model | Per session | Once 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 |
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.
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 |
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.
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.
- 28d ago Changed · +59 lines · +65 tokens per session fb9bb8192da0
- 1mo ago First seen · 428 lines · 99 tokens per session scan A ebae7c1cc2b1
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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