ue5-save-load-replication

ue5-save-load-replication is a skill for Codex from teixasalone/UnrealEngine5-Skills. It costs 55 tokens per session (1,133 once invoked), scanned A, a copy of ue5-save-load-replication, MIT.

A workflow for saving game state and synchronising multiplayer game state in Unreal Engine 5.6 or 5.7. Saving stores data for later sessions; replication sends runtime changes between the server and players.

In plain words
What is it for?
Use it to design SaveGame schemas, save and load flows, replicated properties, network messages, restore logic, and server-authoritative gameplay systems.
Why use it?
It separates data that belongs in save files from data that belongs on the network, while defining versioning, migrations, and server validation for reliable restores and multiplayer behavior.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to design SaveGame schemas, save and load flows, replicated properties, network messages, restore logic, and server-authoritative gameplay systems.

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Install with agentmods
npx agentmods add skills/teixasalone/unrealengine5-skills/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 teixasalone/UnrealEngine5-Skills --skill ue5-save-load-replication
Clone the repo
git clone --depth 1 https://github.com/teixasalone/UnrealEngine5-Skills

Made for: 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/teixasalone/unrealengine5-skills/ue5-save-load-replication/github.svg)](https://agentmods.dev/skills/teixasalone/unrealengine5-skills/ue5-save-load-replication)
Your own site
<a href="https://agentmods.dev/skills/teixasalone/unrealengine5-skills/ue5-save-load-replication"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/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/teixasalone/unrealengine5-skills/ue5-save-load-replication"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/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 100% copy Near-identical to another mod 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 11d ago against content hash 3cccf5d4059f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, 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 11d 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

This is a copy

100% identical to ue5-save-load-replication — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/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. 11d 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 teixasalone/UnrealEngine5-Skills (17 stars, last pushed yesterday), 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. It is 100% identical to ue5-save-load-replication, differing in 0 lines, and is treated as a copy.

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