Multiplayer Basics
NetworkingMultiplayer networking with server-authoritative replication, variable replication, RPCs, ownership, relevancy, and movement prediction.
/skill multiplayer-basics What This Skill Does
Multiplayer Basics helps you build networked multiplayer games using UE5's server-authoritative replication system. This skill covers the fundamental networking model where the server is the authority for all game state, and clients send input and receive replicated data. You will learn how to configure actor replication, replicate variables with RepNotify callbacks, call functions across the network using Server, Client, and NetMulticast RPCs, manage ownership to control which client can issue commands to which actor, and use the GameMode/GameState/PlayerState framework to organize your multiplayer architecture.
Covers
- UE5 networking model, including server authority, client prediction, and net roles
- Actor replication: enabling, configuring relevancy, and update frequency
- Variable replication: Replicated, RepNotify, and replication conditions
- RPCs: Server, Client, and NetMulticast remote procedure calls
- Ownership, covering which client controls which actor and its implications
- GameMode (server-only) and GameState (replicated) architecture
- PlayerState for per-player replicated data like scores and team assignment
- Character movement replication with built-in prediction
- Testing multiplayer in editor with multiple PIE clients
Does Not Cover
- Online platform services (Steam, EOS) → Online Services (future skill)
- Dedicated server deployment → Server Deployment (future skill)
- Advanced lag compensation and prediction → Netcode Advanced (future skill)
- Pixel Streaming for browser-based access → Pixel Streaming
How to Use
Invoke this skill in Claude Code:
/skill multiplayer-basics This skill is also auto-detected when your prompt mentions multiplayer, replication, server, client, network, online, co-op, dedicated server, or RPC intent. AgentUX will automatically activate Multiplayer Basics when it recognizes relevant context in your request.
Key Unreal Engine Concepts
| Concept | Description |
|---|---|
bReplicates | The actor property that enables replication, causing the actor to be automatically created on all connected clients when spawned on the server. |
RepNotify | A variable replication mode that syncs the value from server to clients and calls an OnRep function when the value changes on the client. |
Server RPC | A remote procedure call sent from the owning client to the server, used for sending player input and action requests. |
NetMulticast RPC | A remote procedure call triggered on the server that executes on all connected clients, used for visual effects everyone should see. |
AGameStateBase | A replicated actor visible to all clients that holds shared match data like scores, timers, and match state. |
APlayerState | A per-player replicated actor visible to all clients, holding public player data like name, score, and team. |
Related Skills
blueprint-basics
Blueprint scripting for setting up replication and RPC functions
enhanced-input
Enhanced Input for processing player input that feeds into Server RPCs
collision-setup
Collision configuration for replicated actors and hit detection
pixel-streaming
Stream interactive UE5 experiences to browsers via WebRTC
What You'll Learn
- How UE5's server-authoritative networking model works and why the server is the single source of truth
- How to enable actor replication and configure relevancy and update frequency
- How to replicate variables with RepNotify for client-side UI and VFX updates
- How to use Server, Client, and NetMulticast RPCs for network communication
- How to architect your game using GameMode, GameState, and PlayerState
- How to test multiplayer locally with multiple PIE clients in the editor