ue-networking-replication
Use this skill when working on multiplayer networking, replication, RPC calls, net role logic, server/client authority, prediction, or synchronizing game state. Also use when the user mentions 'DOREPLIFETIME', 'dedicated server', 'replicated', or 'net role'. See references/replication-patterns.md fo
By quodsoler · 822 installs
npx skills add quodsoler/unreal-engine-skills --skill ue-networking-replication
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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 ).
From Actor.h :
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.
UNetDriver
UNetDriver is the core transport class responsible for managing all network connections and
packet delivery for a world. It owns the list of UNetConnection objects and drives the
replication tick. Access it via UWorld::GetNetDriver() .
For most gameplay code you never interact with UNetDriver directly; it is relevant when
writing custom net drivers, profiling connection state, or debugging packet loss.
Property Replication
Actor Setup
From Actor.h : SetReplicates , SetReplicateMovement , SetNetUpdateFrequency ,
SetMinNetUpdateFrequency , and SetNetCullDistanceSquared are all ENGINE API .
FRepMovement: when bReplicateMovement = true , the engine serializes position,
velocity, and rotation into an FRepMovement struct (declared in Actor.h ) and
sends it to simulated proxies. UCharacterMovementComponent bypasses this with its
own prediction based replication; it writes compressed moves via FSavedMove Character
and reconciles them server side, so SetReplicateMovement(false) is the correct
default for characters using CMC.
Declaring Properties
GetLifetimeReplicatedProps
Conditions: COND None (all), COND OwnerOnly , COND SkipOwner ,
COND SimulatedOnly , COND AutonomousOnly , COND InitialOnly , COND Custom .
Use COND OwnerOnly for private player data (inventory, currency).
Use COND InitialOnly for immutable spawn data (team, character class).
Initial replication burst : When a client first joins or an actor first becomes relevant, ALL replicated properties send at once regardless of conditions ( COND InitialOnly fires exactly once here). This burst can saturate the actor channel — keep initial state compact and use COND InitialOnly for spawn time only data to reduce ongoing bandwidth.
FRepLayout (Internal)
FRepLayout is an internal engine struct that describes which properties of a class are
replicated and how. It handles delta compression (only changed properties are sent) and
evaluates DOREPLIFETIME CONDITION filters per connection. Developers rarely interact
with FRepLayout directly, but knowing it exists helps when debugging why a property is
or is not replicating: the layout is built once per class and cached, so dynamic changes
to conditions require DOREPLIFETIME WITH PARAMS FAST or bIsPushBased patterns rather
than modifying the struct at runtime.
Large Arrays: FFastArraySerializer
Plain TArray sends the full array on any change. Use FFastArraySerializer for
delta only replication. See references/replication patterns.md Pattern 3 for
a complete inventory implementation.
Custom Struct Serialization
Implement NetSerialize on a USTRUCT and add TStructOpsTypeTraits with
WithNetSerializer = true to control binary layout manually. Use
FVector NetQuantize10 (0.1 cm precision) instead of raw FVector to halve
position bandwidth.
Remote Procedure Calls (RPCs)
See references/rpc decision guide.md for the full decision flowchart.
Implementations always end in Implementation . Server RPCs with validation also
need Validate (return false to kick the client).
Reliable — guaranteed delivery; use for state changing actions (purchase, spawn,
possession). Unreliable — fire and forget; use for high frequency cosmetics.
Real examples from PlayerController.h :
RPC ownership: Server RPCs must be called on an actor whose ownership chain
leads to the calling client's APlayerController . Client RPCs must be called on
an actor owned by a player with a NetConnection . Calls on unowned actors are
silently dropped.
RPC Parameter Rules : Only net addressable types are valid — basic types ( int32 ,
float , FString , FVector ), replicated UObject pointers (arrive as nullptr
if not replicated), and USTRUCT(BlueprintType) structs. Non replicated UObject
pointers arrive as nullptr ; pass an ID and look the object up on the remote side.
Large payloads ( 1 KB) should use replicated properties instead of RPC parameters.
TArray and TMap parameters are supported but watch for bandwidth impact.
Ownership and Relevancy
Default relevancy culls actors beyond NetCullDistanceSquared from the client
viewpoint. NetPriority determines which actors win when bandwidth is saturated.
Dormancy: actors that rarely change can pause replication entirely.
Re relevancy : When an actor moves outside NetCullDistanceSquared it stops replicating. When it returns to range, the engine treats it as a fresh relevancy event — sending another initial burst and firing all OnRep callbacks with current server state. Design OnRep functions to be idempotent (tolerate being called multiple times with the same value). Dormant actors ( DORM DormantAll ) behave similarly when woken — they flush all dirty properties at once.
Subobject Replication
Modern API (UE 5.1+)
From Actor.h :
Enable with bReplicateUsingRegisteredSubObjectList = true (now the default).
Call AddReplicatedSubObject on the server during BeginPlay ; call
RemoveReplicatedSubObject in EndPlay .
Legacy API
Override ReplicateSubobjects when bReplicateUsingRegisteredSubObjectList = false :
Client Side Prediction
Pattern (for non movement systems without GAS):
When the server rejects a prediction, smooth the visual correction to avoid jarring
snaps: interpolate the actor to the corrected position over 2 3 frames rather than
teleporting. UCharacterMovementComponent handles this automatically via
NetworkSmoothingMode ( Linear , Exponential , or Disabled ).
CharacterMovementComponent has full built in prediction. Extend
FSavedMove Character and override PhysCustom to support custom movement modes.
Prediction eligibility : Only UCharacterMovementComponent and GAS ( UAbilitySystemComponent with FPredictionKey ) have engine managed prediction and rollback. Raw UPROPERTY(Replicated) properties have no built in prediction — if you write them locally before the server confirms, the server's replicated value overwrites the client value with no rollback. For non CMC/GAS state, use local only variables for visual prediction and apply the authoritative value in OnRep .
GAS and FPredictionKey: GAS uses FPredictionKey to link client predicted actions
with server confirmations. The key is generated on the client (via
FPredictionKey::CreateNewPredictionKey ), embedded in the Server RPC, and matched on the
server when applying GameplayEffect s or activating abilities. If the server determines
the prediction was invalid, every GameplayEffect and attribute change tagged with that
key is automatically rolled back on the client. You do not construct FPredictionKey
manually in most cases; UAbilitySystemComponent::TryActivateAbility manages the
lifecycle. Relevant when writing custom UGameplayAbility subclasses that need
scoped prediction windows ( FScopedPredictionWindow ). See ue gameplay abilities
for the full GAS networking details.
Actor Replication Setup Checklist
Replication Graph
For large player counts (50+ connections), the default net driver relevancy checks become expensive. UReplicationGraph replaces per connection per actor relevancy with spatial and policy based nodes.
Key node types: UReplicationGraphNode GridSpatialization2D (spatial), UReplicationGraphNode AlwaysRelevant (GameState, managers), UReplicationGraphNode AlwaysRelevant ForConnection (PlayerController, PlayerState, HUD), UReplicationGraphNode ActorList (custom lists).
Common Mistakes
Mistake Fix
Modifying state without HasAuthority() guard Add if (!HasAuthority()) return;
Server RPC without WithValidation — client sends arbitrary values Add WithValidation ; validate in Validate
Calling Client / NetMulticast from the client — silently dropped Only call from server; guard with HasAuthority()
Plain TArray on replicated component — full array sent on every change Use FFastArraySerializer
Omitting Super::GetLifetimeReplicatedProps — parent properties silently dropped Always call Super first
Passing non replicated UObject in RPC params — arrives as nullptr Pass an ID; look up object on remote side
Using NetMulticast for persistent state — late joining clients miss it Use UPROPERTY(Replicated) for state
Replicating cosmetic only properties — increases bandwidth for data clients can compute locally Only replicate gameplay critical state; derive visuals client side
APlayerController Replication Scope
APlayerController exists only on the server and the owning client — not on other
clients. Put data meant for all clients on APawn or APlayerState .
From PlayerController.h :
UNetConnection represents a single client's network connection on the server. Each
connected client has exactly one UNetConnection owned by UNetDriver . Retrieve it
with APlayerController::GetNetConnection() . It is used for:
Ownership checks: an actor's owning connection determines which client RPCs it can
receive and which COND OwnerOnly properties it sees.
RPC routing: Server RPCs are only accepted from the actor's owning connection.
Detecting disconnects: bind to AGameModeBase::OnLogout or check
NetConnection GetConnectionState() == USOCK Closed (or IsClosingOrClosed() ) rather than polling NetConnection directly.
Use APlayerController for connection scoped Client RPCs (HUD updates, voice,
level streaming notifications). Use APawn or APlayerState for world visible state.
Related Skills
ue gameplay framework — AGameMode (server only), AGameState / APlayerState
(replicated to all), APawn net roles
ue gameplay abilities — GAS prediction keys, attribute set replication,
GameplayEffect replication
ue cpp foundations — UPROPERTY/UFUNCTION macros, module includes
Reference Files
references/replication patterns.md — health, inventory (FFastArraySerializer),
ability state, team data, subobject, dormancy, and custom relevancy patterns
references/rpc decision guide.md — Server/Client/NetMulticast decision flowchart,
Reliable vs Unreliable rules, ownership routing, and common RPC mistakes