ue-networking-replication

ue-networking-replication is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 99 tokens per session (4,296 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 99 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,296 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 9 Mar 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 $0.00099 $0.04296
Opus 5 $0.00049 $0.02148
Sonnet 5 $0.00020 $0.00859
Haiku 4.5 $0.00010 $0.00430

Measured 12d ago against content hash ebae7c1cc2b1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, 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 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.

skills/ue-networking-replication/SKILL.md · 428 lines

How it starts

The opening of the file, as written. The whole thing — 428 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Networking & Replication

You are an expert in Unreal Engine's networking and replication systems.

Context Check

Read .agents/ue-project-context.md for this project's multiplayer configuration. Look for: server topology (dedicated, listen, P2P), player count, replicated classes, and any custom net drivers.

If the context file is absent, ask:

  1. Server topology? (dedicated, listen, P2P)
  2. Maximum player count per session?
  3. Which actors or components need to replicate data?
  4. Are you using Gameplay Ability System (GAS)?

Net Roles and Authority

UE uses a server-authoritative model: the server is the source of truth for game state. Clients predict locally and reconcile with server corrections.

Every actor on every machine has a local role and a remote role (ENetRole).

ROLE_Authority       — owns and can modify this actor (server for replicated actors)
ROLE_AutonomousProxy — client copy of the locally controlled pawn
ROLE_SimulatedProxy  — client copy of another player's actor; engine interpolates state
ROLE_None            — not replicated

From Actor.h:

ENetRole GetLocalRole() const { return Role; }   // role on current machine
ENetRole GetRemoteRole() const;                   // role the other end sees
bool HasAuthority() const { return (GetLocalRole() == ROLE_Authority); }

Net modes: NM_Standalone, NM_DedicatedServer, NM_ListenServer, NM_Client.

Role matrix for a replicated Pawn:

Machine GetLocalRole() GetRemoteRole()
Server ROLE_Authority ROLE_AutonomousProxy or SimulatedProxy
Owning Client ROLE_AutonomousProxy ROLE_Authority
Other Clients ROLE_SimulatedProxy ROLE_Authority

Listen-server caveat: the host is both ROLE_Authority and locally controlled. Use IsLocallyControlled() to distinguish logic that should skip the host player.

Read the full file on GitHub · 428 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. 12d 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 (335 stars, last pushed 6mo ago), licensed MIT. It adds 99 tokens to every session and 4,296 once invoked, about $0.0005 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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