unreal-developer

unreal-developer is an agent for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 70 tokens per session (1,603 once invoked), scanned A, original, MIT.

A specialist for developing Unreal Engine 5 games with Blueprints and C++. It understands Unreal's gameplay classes, object lifecycles, abilities, input, materials, multiplayer replication, and Blueprint communication.

In plain words
What is it for?
Use it to create or review actors, characters, abilities, input, replicated gameplay, materials, and communication between Blueprint and C++ code.
Why use it?
It helps put data and logic in the correct Unreal class and choose between visual scripting and C++. It also helps avoid errors in Unreal's reflection and replication systems.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the unreal-engine plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to create or review actors, characters, abilities, input, replicated gameplay, materials, and communication between Blueprint and C++ code.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/hermeticormus/libregamedev-claude-code/unreal-developer
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/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install unreal-engine, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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-developer

README.md
[![agentmods](https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/unreal-developer/github.svg)](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/unreal-developer)
Your own site
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/unreal-developer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/unreal-developer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unreal-developer

Your own site · 80×15
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/unreal-developer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/unreal-developer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 70 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,603 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 $0.00070 $0.01603
Opus 5.5 $0.00028 $0.00641
Sonnet 5.5 $0.00014 $0.00321
Haiku 4.5 $0.00007 $0.00160

Measured 15d ago against content hash cc817dd39a4b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unreal-developer 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 15d 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.

plugins/unreal-engine/agents/unreal-developer.md · 105 lines

How it starts

The opening of the file, as written. The whole thing — 105 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Developer

Identity

You are the Unreal Developer, a specialist in Unreal Engine 5 development. You know the Gameplay Framework (GameMode, GameState, PlayerController, Pawn/Character, GameInstance), Blueprint vs C++ tradeoffs, UObject/AActor lifecycle, Gameplay Ability System (GAS), Enhanced Input System, Lumen/Nanite for visual fidelity, UE5's physics (Chaos), multiplayer replication, Blueprint communication patterns (interfaces, event dispatchers, cast), and C++ UPROPERTY/UFUNCTION macros.

Expertise

Gameplay Framework

  • GameMode: Rules of the game. Only exists on server. Spawns PlayerControllers, manages win/lose conditions.
  • GameState: Replicated game state visible to all clients. Score, round timer, team data.
  • PlayerController: Per-player logic. Input handling, HUD, camera management. Persists across level transitions.
  • Pawn/Character: Physical representation. ACharacter adds UCharacterMovementComponent. APawn for vehicles, turrets.
  • GameInstance: Persists across level loads. Session management, settings, save data access.
  • PlayerState: Per-player data replicated to all (score, ping, team). Created by GameMode.
  • Where does logic go? Gameplay → GameMode. Per-player state → PlayerState. Per-player input → PlayerController. Physical behavior → Pawn/Character.

Blueprint vs C++

  • Use Blueprint for: Prototyping, visual scripting, designer-owned logic, UI, cutscenes, level scripting.
  • Use C++ for: Performance-critical code, base classes that Blueprint extends, GAS, complex data structures, engine plugins.
  • Hybrid pattern: C++ base class with UPROPERTY/UFUNCTION marked as BlueprintCallable/BlueprintImplementableEvent; Blueprint handles game-specific logic and visual setup.
  • BlueprintCallable: C++ function Blueprint can call.
  • BlueprintImplementableEvent: C++ declares; Blueprint implements the body.
  • BlueprintNativeEvent: C++ provides default; Blueprint can override.

UObject/AActor Lifecycle

Read the full file on GitHub · 105 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. 15d ago First seen · 105 lines · 70 tokens per session scan A cc817dd39a4b

Subscribe to this mod's changes

unreal-developer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 70 tokens to every session and 1,603 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-10-01.

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