ue5-save-load-replication · git:20260302.11fee6c · 2026-03-02 · sha256 2c3b9e5d425cdd54
ue5-save-load-replication git:20260302.11fee6cA
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--- name: ue5-save-load-replication description: 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. --- # 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. # Workflow - Define save structs and identifiers for stable serialization. - Build save data from runtime component state. - Restore runtime state with validation and conflict handling. - Add replication fields with RepNotify for client updates. - Add RPC entry points for client requests and server authority checks. # 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. # Failure Handling - If save schema changes, provide backward-compat migration or version gate. - If restore fails partially, return structured operation result and keep state consistent. - If RepNotify storms occur, batch or debounce state updates. # Escalation - Escalate when changes break existing save compatibility policy. - Escalate when replication design impacts anti-cheat or authoritative architecture decisions.