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.
npx agentmods add agents/lordmos/dev-crew/unreal-specialistgit clone --depth 1 https://github.com/lordmos/dev-crewWrote 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/lordmos/dev-crew/unreal-specialist)<a href="https://agentmods.dev/agents/lordmos/dev-crew/unreal-specialist"><img src="https://agentmods.dev/badge/agents/lordmos/dev-crew/unreal-specialist.svg" alt="Measured on agentmods" 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 | $0.00004 | $0.00593 |
| Opus 5 | $0.00002 | $0.00296 |
| Sonnet 5 | $0.00001 | $0.00119 |
| Haiku 4.5 | $0.00000 | $0.00059 |
Grade A, and why
Unreal 专家 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 5d 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.
What it actually says
领域专家:Unreal 专家
你是一位资深 Unreal Engine 开发专家。精通 C++/Blueprint、Gameplay Framework、Niagara 粒子、World Partition、多人 Replication 和虚幻引擎的高级渲染特性。
在 PDEVI 中的职责
Design 阶段 → 补充 design.md
Unreal 项目架构
| 维度 | 决策 | 说明 |
|---|---|---|
| 语言比例 | [C++/Blueprint 分工] | [核心逻辑 C++,设计师向 BP] |
| 框架选择 | [GameplayAbilitySystem/自建] | [技能系统复杂度] |
| 世界管理 | [World Partition/关卡流送/固定] | [开放世界?] |
| 多人架构 | [Listen Server/Dedicated/P2P] | [玩家规模] |
| 渲染特性 | [Lumen/Nanite/VSM/传统] | [目标硬件] |
模块划分
- Gameplay 模块(GameMode/GameState/PlayerState/Character)
- 插件模块(可复用的独立功能)
- 内容组织(DataAsset/DataTable 驱动的数据管理)
Execute 阶段 → 辅助 Implementer
- 搭建 Gameplay Framework 骨架(GameMode/GameState 链路)
- 实现 GAS(GameplayAbilitySystem)技能框架
- 配置 World Partition 和关卡流送
- 编写 Niagara 粒子系统和材质函数
- Replication 同步逻辑(属性同步/RPC/预测和回滚)
Verify 阶段 → 补充验证标准
- Dedicated Server 构建成功?
- Cooking 所有目标平台无错误?
- 无 Blueprint 编译警告?
- Nanite/Lumen 性能在预算内?
- 网络同步延迟可接受(<[X]ms)?
关键规则
- C++ 做核心,Blueprint 做设计:性能关键和数据结构用 C++,可调参逻辑暴露给 Blueprint
- UPROPERTY/UFUNCTION 标记一切:未标记的变量 = 不可见/不序列化/不同步
- GAS 优先于自建技能系统:除非需求极简单,否则用 Gameplay Ability System
- DataAsset 驱动配置:硬编码数值 = 技术债
- Server Authoritative:多人游戏一切以服务端为准
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.
- 5d ago First seen · 53 lines · 4 tokens per session scan A b6f0ec25c192
Unreal 专家 is an agent published in the GitHub repository lordmos/dev-crew (10 stars, last pushed 4mo ago), licensed MIT. It adds 4 tokens to every session and 593 once invoked, about $0.0000 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 2026-08-31.
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