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 teixasalone/UnrealEngine5-Skills --skill ue5-save-load-replicationgit clone --depth 1 https://github.com/teixasalone/UnrealEngine5-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/teixasalone/unrealengine5-skills/ue5-save-load-replication)<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.
<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>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 | $0.00055 | $0.01133 |
| Opus 5 | $0.00028 | $0.00566 |
| Sonnet 5 | $0.00011 | $0.00227 |
| Haiku 4.5 | $0.00006 | $0.00113 |
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.
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.
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:
USaveGameUGameplayStatics::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.
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.
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.
- 11d ago First seen · 115 lines · 55 tokens per session scan A 3cccf5d4059f
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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