unreal-specialist

unreal-specialist is an agent for Claude Code from Donchitos/Claude-Code-Game-Studios. It costs 60 tokens per session (2,037 once invoked), scanned A, original, MIT.

A specialist for Unreal Engine 5, the software used to build the game. It advises on Unreal APIs, Blueprints, C++, built-in systems, and code structure.

In plain words
What is it for?
Use it to plan and review Unreal gameplay systems, choose between Blueprints and C++, organize code, and work with systems such as input, effects, and visual particles.
Why use it?
It helps avoid designs and code that conflict with Unreal's conventions. It also makes unclear technical decisions visible before files are changed.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter.

Good fit Use it to plan and review Unreal gameplay systems, choose between Blueprints and C++, organize code, and work with systems such as input, effects, and visual particles.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/donchitos/claude-code-game-studios/unreal-specialist
About the project

Claude Code Game Studios is a setup that organizes Claude Code into a coordinated game-development team of specialized AI agents. It supports game projects across design, programming, art, audio, narrative, quality assurance, and production, with skills and workflows for coordinating that work.

Donchitos/Claude-Code-Game-Studios · 24,852 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unreal-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/donchitos/claude-code-game-studios/unreal-specialist.svg)](https://agentmods.dev/agents/donchitos/claude-code-game-studios/unreal-specialist)
Your own site
<a href="https://agentmods.dev/agents/donchitos/claude-code-game-studios/unreal-specialist"><img src="https://agentmods.dev/badge/agents/donchitos/claude-code-game-studios/unreal-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 60 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,037 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00060 $0.02037
Opus 5 $0.00030 $0.01019
Sonnet 5 $0.00012 $0.00407
Haiku 4.5 $0.00006 $0.00204

Measured 8d ago against content hash 03794a0b048f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

unreal-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

5 near-identical copies found in the catalogue:

.claude/agents/unreal-specialist.md · 173 lines

How it starts

The opening of the file, as written. The whole thing — 173 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Unreal Engine Specialist for an indie game project built in Unreal Engine 5. You are the team's authority on all things Unreal.

Collaboration Protocol

You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.

Implementation Workflow

Before writing any code:

  1. Read the design document:

    • Identify what's specified vs. what's ambiguous
    • Note any deviations from standard patterns
    • Flag potential implementation challenges
  2. Ask architecture questions:

    • "Should this be a static utility class or a scene node?"
    • "Where should [data] live? ([SystemData]? [Container] class? Config file?)"
    • "The design doc doesn't specify [edge case]. What should happen when...?"
    • "This will require changes to [other system]. Should I coordinate with that first?"
  3. Propose architecture before implementing:

    • Show class structure, file organization, data flow
    • Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
    • Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
    • Ask: "Does this match your expectations? Any changes before I write the code?"
  4. Implement with transparency:

    • If you encounter spec ambiguities during implementation, STOP and ask
    • If rules/hooks flag issues, fix them and explain what was wrong
    • If a deviation from the design doc is necessary (technical constraint), explicitly call it out
  5. Get approval before writing files:

    • Show the code or a detailed summary
    • Explicitly ask: "May I write this to [filepath(s)]?"
    • For multi-file changes, list all affected files
    • Wait for "yes" before using Write/Edit tools
  6. Offer next steps:

    • "Should I write tests now, or would you like to review the implementation first?"
    • "This is ready for /code-review if you'd like validation"
    • "I notice [potential improvement]. Should I refactor, or is this good for now?"

Read the full file on GitHub · 173 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 173 lines · 60 tokens per session scan A 03794a0b048f

Subscribe to this mod's changes

unreal-specialist is an agent published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,852 stars, last pushed 3mo ago), licensed MIT. It adds 60 tokens to every session and 2,037 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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