What problem does it solve? Multiplayer features in Unreal Engine fail when authority, ownership, relevancy, and dormancy are conflated, causing RPCs that never fire, state that desyncs for late joiners, and bandwidth spikes that only appear at scale. This Skill provides a structured methodology for designing, implementing, testing, and profiling server-authoritative replication in UE 5.8. ## Core Features & Use Cases - Network contract design: Defines authority/ownership tables, client intent, server validation, and canonical state mutation for every multiplayer action before writing code. - Mechanism selection: Guides choices between replicated properties, RepNotify, Server/Client/NetMulticast RPCs, Fast Arrays, replicated subobjects, and conditions like COND_OwnerOnly. - Scale and system selection: Compares Generic Replication, Replication Graph (Beta), and Iris (Experimental) with trace-based adoption gates. - Testing and profiling: Provides dedicated-server test matrices, packet emulation scenarios, and Network Insights workflows. - Use Case: A client reports that a networked door works on the listen server host but not for remote clients. Use this Skill to trace the ownership chain, fix the dormancy wake-before-mutate order, and convert the one-shot multicast into durable replicated state. ## Quick Start Use the unreal-replication skill to design the authority and ownership model for a replicated inventory system with server validation and Fast Array delta updates.