setup-replication

Configure actor classes for network replication in Unreal Engine multiplayer games.

Updated May 29, 2026
One-click install
npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill setup-replication-janvogelsang
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: setup-replication
Source: https://github.com/JanVogelsang/UE-AgentFramework/tree/main/UnrealEngine/skills/setup-replication
Command: npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill setup-replication-janvogelsang

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up network replication for Unreal Engine actors involves many error-prone details: enabling bReplicates, writing GetLifetimeReplicatedProps, choosing replication conditions, and wiring RepNotify callbacks. This Skill guides an agent through configuring replication correctly on both Blueprint assets and C++ classes. ## Core Features & Use Cases - Blueprint Configuration: Set actor replication defaults (bReplicates, NetDormancy, NetUpdateFrequency) on a Blueprint CDO via the configure_actor_replication tool. - Variable Replication & RepNotify: Mark variables as Replicated or RepNotify with lifetime conditions like COND_OwnerOnly, automatically generating OnRep callback graphs. - C++ Patterns: Provides ready-to-use code for GetLifetimeReplicatedProps, DOREPLIFETIME macros, ReplicatedUsing properties, and Server RPCs. - Use Case: You are building a multiplayer pawn and need its Health variable replicated to all clients with a Shield variable using an OnRep callback. The Skill configures the Blueprint asset or generates the C++ implementation. ## Quick Start Ask the agent to set up network replication for your actor class, for example: configure replication on BP_NetworkPawn with a replicated Health variable and a RepNotify Shield variable.

Frequently Asked Questions about setup-replication

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I replicate a variable in Unreal Engine C++?▼

Mark the property with UPROPERTY(Replicated) and register it in GetLifetimeReplicatedProps using the DOREPLIFETIME macro. You must also set bReplicates = true in the constructor and include Net/UnrealNetwork.h.

How to set up RepNotify on a Blueprint variable in Unreal Engine?▼

Use the set_variable_replication tool with ReplicationType set to RepNotify and specify a RepNotifyFunc name such as OnRep_Shield. This automatically generates the OnRep callback graph in the Blueprint.

What is the difference between Replicated and RepNotify in Unreal Engine?▼

Replicated copies the variable value to clients without any callback. RepNotify additionally invokes an OnRep function on clients when the value changes, letting you run client-side effects like UI updates.

How do I replicate a variable only to the owning client?▼

Use a lifetime replication condition. In Blueprints set ReplicationCondition to COND_OwnerOnly; in C++ use DOREPLIFETIME_CONDITION with COND_OwnerOnly so the value is sent only to the owning connection.

Can I configure actor replication on a Blueprint without C++?▼

Yes. The configure_actor_replication tool sets bReplicates, bReplicateMovement, NetDormancy, NetUpdateFrequency, and NetPriority directly on a Blueprint CDO. Unreal Python can also call set_replicates on the CDO and compile the Blueprint.