--- name: unreal-networking description: Unreal Engine networking skill for replication, RPCs, relevancy, and dedicated server architecture. allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch --- # Unreal Networking Skill Multiplayer networking for Unreal Engine. ## Overview This skill provides capabilities for implementing multiplayer games using Unreal's built-in networking system. ## Capabilities ### Replication - Configure replicated properties - Handle replication conditions - Manage replication priorities - Implement custom replication ### Remote Procedure Calls - Implement Server RPCs - Create Client RPCs - Handle Multicast RPCs - Manage RPC reliability ### Authority and Relevancy - Handle server authority - Configure network relevancy - Manage actor ownership - Implement client prediction ### Dedicated Servers - Build dedicated server targets - Handle headless mode - Manage server performance - Implement session management ## Prerequisites - Unreal Engine 5.0+ - Network knowledge ## Usage Patterns ### Replicated Property ```cpp UPROPERTY(ReplicatedUsing=OnRep_Health) float Health; UFUNCTION() void OnRep_Health() { // Called on clients when Health changes UpdateHealthUI(); } void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { DOREPLIFETIME(AMyCharacter, Health); } ``` ### RPC Implementation ```cpp UFUNCTION(Server, Reliable, WithValidation) void Server_Fire(FVector Location, FRotator Rotation); bool Server_Fire_Validate(FVector Location, FRotator Rotation) { return true; // Add validation } void Server_Fire_Implementation(FVector Location, FRotator Rotation) { // Execute on server } ``` ## Best Practices 1. Validate all server RPCs 2. Minimize replicated properties 3. Use relevancy wisely 4. Test with simulated lag 5. Profile network bandwidth ## References - [Networking Documentation](https://docs.unrealengine.com/5.0/en-US/networking-and-multiplayer-in-unreal-engine/)