Babysitter unreal-networking

Unreal Engine networking skill for replication, RPCs, relevancy, and dedicated server architecture.

install
source · Clone the upstream repo
git clone https://github.com/a5c-ai/babysitter
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/a5c-ai/babysitter "$T" && mkdir -p ~/.claude/skills && cp -r "$T/library/specializations/game-development/skills/unreal-networking" ~/.claude/skills/a5c-ai-babysitter-unreal-networking && rm -rf "$T"
manifest: library/specializations/game-development/skills/unreal-networking/SKILL.md
source content

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

UPROPERTY(ReplicatedUsing=OnRep_Health)
float Health;

UFUNCTION()
void OnRep_Health()
{
    // Called on clients when Health changes
    UpdateHealthUI();
}

void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    DOREPLIFETIME(AMyCharacter, Health);
}

RPC Implementation

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