What problem does it solve? Multiplayer bugs in Unreal Engine almost always come from authority or replication-setup mistakes: properties that silently never replicate, Server RPCs dropped on unowned actors, or state changed on clients that never propagates. This Skill gives an AI agent the exact UE 5.8 APIs, macros, and patterns to build correct server-authoritative networking the first time. ## Core Features & Use Cases - Property Replication: Set up UPROPERTY Replicated/ReplicatedUsing, GetLifetimeReplicatedProps, the full DOREPLIFETIME macro family, RepNotify callbacks, and COND_* replication conditions. - RPCs: Declare and implement Server, Client, NetMulticast, and Remote RPCs with Reliable/Unreliable and WithValidation, including the ownership rules that determine where each RPC executes. - Performance & Scale: Configure NetDormancy, NetUpdateFrequency, relevancy, Push Model (MARK_PROPERTY_DIRTY_FROM_NAME), FFastArraySerializer delta replication, and Iris system notes for UE 5.8. - Use Case: A health value updates in single-player PIE but not for connected clients. The Skill diagnoses the missing DOREPLIFETIME registration, adds a ReplicatedUsing property with an OnRep_Health callback, and explains why the server must call OnRep explicitly. ## Quick Start Use this skill to add a replicated Health property with an OnRep callback and a validated Server RPC for firing to my Unreal character class.