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.