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Ue5 save load replication

Skill teixasalone/UnrealEngine5-Skills/skills/ue5-save-load-replication

Provide reusable workflows for Unreal Engine 5.6/5.7 to simplify Blueprint, C++, UI, PCG, replication, debugging, and performance tasks.

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npx -y skills add teixasalone/UnrealEngine5-Skills --skill ue5-save-load-replication

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UE5.6/UE5.7 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.

SKILL.md

5.3 KB, as published. Nobody here has run it

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.

UE5.7 API Anchors

  • 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 / UE5.7 Compatibility Notes

  • SaveGame and replication APIs listed above are stable across UE5.6 and UE5.7.
  • Prefer stable Engine runtime APIs over project-specific serialization shortcuts.

Escalation

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

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