networking-and-replication
Installation
SKILL.md
Networking & replication
Unreal multiplayer is server-authoritative: the server holds the ground truth and replicates
state to clients; clients send intent to the server via RPCs. Nearly every multiplayer bug is an
authority or replication-setup mistake. Design state ownership first (gameplay-framework), then
replicate it correctly.
When to use this skill
- Replicating actor state (health, ammo, doors, scores) to all clients.
- Letting a client ask the server to act (fire, interact, ability use) via an RPC.
- Choosing between
ReplicatedvsReplicatedUsing, or picking aCOND_*condition. - Setting up dormancy, net update frequency, or relevancy for performance at scale.
- Diagnosing "it works in PIE single-player but breaks in multiplayer".
- Adopting Push Model or
FFastArraySerializerfor efficient high-scale replication.
Authority and roles
Every actor copy has a role on each machine: