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.
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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.
[](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/unreal-developer)<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.
<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>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.
| Model | Per session | Once 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 |
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.
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.
ACharacteraddsUCharacterMovementComponent.APawnfor 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
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.
- 15d ago First seen · 105 lines · 70 tokens per session scan A cc817dd39a4b
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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