unrealxu/unrealengine5-skills/ue5-save-load-replication

Claude Code and agent skill by unrealxu/unrealengine5-skills

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UE5.6-UE5.8 save/load and multiplayer replication workflow for gameplay systems. Use when requests involve SaveGame schema design, serialization, restore pipelines, RepNotify handling, RPC entry points, and server-authoritative validation.

Install

npx vskill@latest install unrealxu/unrealengine5-skills/ue5-save-load-replication

SKILL.md

Quick Start

  • Define what must persist and what must replicate.
  • Separate local save state from network runtime state.
  • Output data schema, save flow, load flow, and net flow.

API Anchors (UE5.6-UE5.8)

  • Save pipeline anchors:
  • USaveGame
  • UGameplayStatics::CreateSaveGameObject(...)
  • UGameplayStatics::SaveGameToSlot(...), LoadGameFromSlot(...)
  • UGameplayStatics::AsyncSaveGameToSlot(...), AsyncLoadGameFromSlot(...)
  • Replication anchors:
  • GetLifetimeReplicatedProps(...)
  • DOREPLIFETIME(...)
  • ReplicatedUsing=OnRep_*
  • UFUNCTION(Server/Client/NetMulticast, ...)
  • Authority anchors:
  • server-authoritative mutation path
  • client requests routed through validated server RPC entry points

State Contract

  • Every state field must be classified as one of:
  • Persistent-only (SaveGame, not replicated)
  • Replicated-only (runtime sync, not persisted)
  • Persistent + replicated (authoritative state with save restore)
  • Every persisted schema must include:
  • explicit version integer
  • stable identifiers/keys (avoid index-based implicit ordering)
  • migration behavior for older versions
  • Every replicated field must define:
  • replication condition or scope
  • OnRep_* behavior on clients
  • server write ownership

Workflow

1) Partition State

  • Identify gameplay state by ownership: local player, world/shared, match/session.
  • Split ephemeral runtime values from persistent values.
  • Mark authoritative write path for each field.

2) Save Schema

  • Define save structs/objects with explicit schema version.
  • Use stable keys/IDs for actors, components, and inventory-like entries.
  • Include optional migration metadata for backward compatibility.

3) Save Pipeline

  • Gather runtime state into save schema in deterministic order.
  • Write through sync or async slot APIs based on latency sensitivity.
  • Return structured save result (success, failure reason, version used).

4) Load and Restore Pipeline

  • Load save object, validate version, run migration if needed.
  • Apply restore in dependency-safe order (owners before dependents).
  • Resolve missing assets/entities with explicit fallback policy.

5) Replication Pipeline

  • Replicate only client-visible runtime state.
  • Register replicated properties with DOREPLIFETIME(...).
  • Use OnRep_* for client-side reconstruction/UI refresh, not authority writes.

6) RPC Authority Pipeline

  • Use client->server RPC for requested actions.
  • Validate payloads on server before mutating replicated state.
  • Broadcast resulting state via replication/NetMulticast only when needed.

Constraints

  • Server is source of truth for replicated gameplay state.
  • Validate all client-requested actions before applying state changes.
  • Keep SaveGame schema versionable; avoid fragile implicit ordering.
  • Do not assume single-player behavior in multiplayer code paths.
  • Keep restore process idempotent where possible (safe to retry after partial failure).
  • Avoid persisting transient network-only caches.

Failure Handling

  • Symptom: load succeeds but gameplay state is inconsistent.
  • Locate: restore ordering and missing dependency handling.
  • Fix: apply owners/components/dependents in staged restore order with fallback defaults.
  • Symptom: old save files break after update.
  • Locate: schema version checks and migration path.
  • Fix: add explicit migration per version or gate unsupported versions cleanly.
  • Symptom: replicated value differs from saved value after reconnect.
  • Locate: authority write path and restore timing vs replication timing.
  • Fix: restore on authority first, then let replication propagate to clients.
  • Symptom: OnRep_* spam causes frame spikes.
  • Locate: frequent property churn and large payload replication.
  • Fix: batch updates, replicate coarse state, derive fine state client-side.
  • Symptom: client can trigger unauthorized state changes.
  • Locate: RPC validation and authority checks.
  • Fix: enforce server validation and reject invalid client payloads.
  • Symptom: async save/load callbacks race with gameplay transitions.
  • Locate: callback lifecycle and stale object references.
  • Fix: guard callbacks with state tokens and world validity checks.
  • Symptom: partial restore leaves orphaned actors/components.
  • Locate: failure rollback path.
  • Fix: stage restore transactions and cleanup created artifacts on failure.

Replication Ops

  • Use ReplicatedUsing when client-side side effects are required.
  • Use RPC only for intent transfer, not as persistent state storage.
  • Use replication for authoritative state fan-out; use SaveGame for disk persistence.
  • Never trust client-local save data as authoritative multiplayer input.

UE5.6-UE5.8 Compatibility Notes

  • SaveGame and replication APIs listed above are stable across UE5.6-UE5.8.
  • Prefer stable Engine runtime APIs over project-specific serialization shortcuts.
  • Iris is production-ready in UE5.8, but do not assume an existing 5.6/5.7 project has migrated to Iris; detect the project's active replication system before giving system-specific guidance.

Escalation

  • Escalate when changes break existing save compatibility policy.
  • Escalate when replication design impacts anti-cheat or authoritative architecture decisions.

Security

  • Security scanPassed, 100 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

Source

Popularity

Repository stars
278
Repository forks
38
7-day trend score
28

Stars and forks are for the whole GitHub repository, not this skill alone. Refreshed 21 Mar 2026, 7 months ago.

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