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.mdsource 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
- Validate all server RPCs
- Minimize replicated properties
- Use relevancy wisely
- Test with simulated lag
- Profile network bandwidth