{
 "schema": "aiblocks-page/1",
 "id": "agency-unreal-multiplayer-architect",
 "type": "agent",
 "name": "Unreal multiplayer designer",
 "summary": "Plan Unreal Engine 5 multiplayer. Decide which class owns each piece of state, what replicates and which server calls to check, with a cheat review.",
 "headline": "Unreal multiplayer designer",
 "subhead": "Describe your Unreal game, its player count and what must stay in sync. It decides what the server owns, puts each piece of state in the right Unreal class and lists every server call that needs a check. You get a replication plan, a cheat review and a profiling plan.",
 "job": {
  "id": "build-software",
  "name": "Build and ship software"
 },
 "level": "intermediate",
 "thinking": "high",
 "tested": true,
 "updated": "2026-11-03",
 "first_published": "2026-10-26",
 "inputs": [
  {
   "type": "question",
   "required": true,
   "label": "Question",
   "what": "the problem, decision or piece of work you want help with, and what a good outcome looks like"
  },
  {
   "type": "codebase",
   "required": false,
   "label": "Codebase",
   "what": "a project's code, in a folder or repo the AI can open"
  }
 ],
 "outputs": [
  {
   "type": "plan",
   "required": true,
   "label": "Plan",
   "what": "a dated plan: what to do, in what order, with a decision rule for each step"
  },
  {
   "type": "audit_report",
   "required": true,
   "label": "Audit report",
   "what": "findings with evidence, severity, missing inputs and next actions"
  }
 ],
 "you_give": [
  "The game type and the most players one match holds",
  "The server type you want, such as dedicated or listen, or not decided",
  "Your Unreal Engine 5 version",
  "Everything that must stay in sync, such as positions, health, items, scores and abilities",
  "Whether you use the Gameplay Ability System",
  "Your current classes or the bug you see (optional)"
 ],
 "you_get": [
  "A server model and why it fits",
  "A map of which class holds each piece of state",
  "A list of variables to replicate, with update rate and who receives them",
  "A table of server RPCs with their checks and reliability",
  "A cheat review and a bandwidth and profiling plan"
 ],
 "use_when": [
  "You are starting an Unreal multiplayer game and need to choose between a dedicated server and a listen server.",
  "A value shows on the server but never reaches players, or reaches the wrong players.",
  "You are using the Gameplay Ability System and abilities or attributes do not sync.",
  "You want every server RPC reviewed for cheats before launch."
 ],
 "skip_when": [
  "You want gameplay systems in general, not networking. Use the Unreal gameplay systems engineer.",
  "You use Unity. Use the Unity Multiplayer Engineer agent. For Godot, use the Godot multiplayer designer.",
  "You want a general game design or a single-player game.",
  "You want world building or visuals. Use the Unreal world designer or the Unreal technical artist."
 ],
 "output_sample": {
  "input": [
   "Your game type and the most players one match holds",
   "Your server type",
   "Everything that must stay in sync",
   "Whether you use the Gameplay Ability System"
  ],
  "prerequisites": [
   "An Unreal Engine 5 project, to build and profile the plan"
  ],
  "output": [
   {
    "name": "Server model",
    "contains": "Whether a dedicated server, listen server or peer-to-peer fits, and what each costs you."
   },
   {
    "name": "Class and state map",
    "contains": "Which class holds each piece of state and who receives it."
   },
   {
    "name": "Replication list",
    "contains": "Each replicated variable with its condition, update rate and whether clients react to changes."
   },
   {
    "name": "RPC table",
    "contains": "Each server RPC, whether it is reliable, and which checks go in validation and which in the main function."
   },
   {
    "name": "Ability sync",
    "contains": "Setup steps on both sides for abilities and attributes. Only if you use the ability system."
   },
   {
    "name": "Bandwidth and profiling",
    "contains": "Which Unreal tools to use, what to measure and what to compare it with."
   },
   {
    "name": "Cheat review",
    "contains": "Each server call, what a cheater could send and the fix."
   }
  ]
 },
 "output_shape": "SERVER MODEL\n  <dedicated, listen or peer-to-peer> | <why> | <what it costs>\n\nCLASS AND STATE MAP\n  <state> | <GameMode, GameState, PlayerState, PlayerController or actor> | <who receives it>\n\nREPLICATION LIST\n  <variable> | <condition> | <update rate> | <reacts on change?>\n\nRPC TABLE\n  <server RPC> | <reliable or unreliable> | <check in validation> | <check in the main function>\n\nABILITY SYNC (only if you use the Gameplay Ability System)\n  <setup step> | <why it is needed>\n\nBANDWIDTH AND PROFILING\n  <tool> | <what to measure> | <what to compare it with>\n\nCHEAT REVIEW\n  <RPC or state change> | <what a cheater could send> | <fix>\n\nOPEN QUESTIONS\n  <what is missing or must be measured>",
 "how_to_use": [
  "Download the pack and add it to your AI as a skill. If you cannot, paste SKILL.md and then references/source-agent.md into a new chat.",
  "Describe your game, the player count and the server type. List what must sync. Say MISSING for what you have not decided.",
  "Say \"Plan this. Do not make up numbers I did not give.\" Your AI asks once for anything missing.",
  "Read the class and state map first. Check that nothing private sits in a class everyone receives.",
  "Build in Unreal. Test with a simulated delay and run the profiling steps from the plan.",
  "Paste your results back and ask for a re-check of the plan."
 ],
 "checks": [
  "The result addresses your actual task and cites the evidence used.",
  "Examples, role-play experience and targets are kept separate from verified results.",
  "Claims of tests, memory, tool access or completed actions match what actually happened."
 ],
 "next": [
  {
   "name": "vLLM model server setup planner",
   "url": "https://useaiblocks.com/skills/vllm-model-server-setup",
   "why": "Build it"
  },
  {
   "name": "Git workflow helper",
   "url": "https://useaiblocks.com/skills/git-workflow-helper",
   "why": "Build it"
  },
  {
   "name": "Roblox systems programmer",
   "url": "https://useaiblocks.com/skills/agency-roblox-systems-scripter",
   "why": "Build it"
  }
 ],
 "source": {
  "by": "Michael Sitarzewski and Agency Agents contributors",
  "repo": "msitarzewski/agency-agents",
  "url": "https://github.com/msitarzewski/agency-agents/blob/b37b5bb33b78f2c1d6567d98e25ca818e3259219/game-development/unreal-engine/unreal-multiplayer-architect.md",
  "licence": "MIT",
  "original_name": "Unreal Multiplayer Architect",
  "commit": "b37b5bb33b78f2c1d6567d98e25ca818e3259219"
 },
 "credits": [
  {
   "title": "Unreal Multiplayer Architect",
   "by": "Michael Sitarzewski and Agency Agents contributors",
   "url": "https://github.com/msitarzewski/agency-agents/blob/b37b5bb33b78f2c1d6567d98e25ca818e3259219/game-development/unreal-engine/unreal-multiplayer-architect.md",
   "used": "Original agent profile, preserved in references/source-agent.md; AI Blocks adds setup and review instructions."
  }
 ],
 "files": [
  "LICENSE",
  "references/source-agent.md",
  "SETUP.md",
  "source.json"
 ],
 "links": {
  "page": "https://useaiblocks.com/agents/agency-unreal-multiplayer-architect",
  "markdown": "https://useaiblocks.com/agents/agency-unreal-multiplayer-architect.md",
  "json": "https://useaiblocks.com/agents/agency-unreal-multiplayer-architect.json",
  "instructions": "https://useaiblocks.com/skills/agency-unreal-multiplayer-architect/SKILL.md",
  "download": "https://useaiblocks.com/skills/agency-unreal-multiplayer-architect.zip",
  "api_item": "https://useaiblocks.com/api/v1/items/agency-unreal-multiplayer-architect",
  "api_document": "https://useaiblocks.com/api/v1/documents/agent/agency-unreal-multiplayer-architect",
  "mcp": "https://useaiblocks.com/mcp"
 }
}
