ue-blueprint-specialist

ue-blueprint-specialist is an agent for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 60 tokens per session (2,046 once invoked), scanned A, original, MIT.

An Unreal Engine 5 role focused on organising Blueprint visual scripts and deciding which work belongs in Blueprints or C++. Blueprints are Unreal's node-based visual scripting system.

In plain words
What is it for?
Use it to plan Blueprint architecture, set Blueprint/C++ boundaries, review naming and structure, guide designers, and address Blueprint performance problems.
Why use it?
It helps keep Blueprint graphs understandable and maintainable instead of letting them become tangled, repetitive code.

Agent for Claude Code

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

Good fit Use it to plan Blueprint architecture, set Blueprint/C++ boundaries, review naming and structure, guide designers, and address Blueprint performance problems.

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Install with agentmods
npx agentmods add agents/pixel-cellar/claude-code-game-studios/ue-blueprint-specialist
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/pixel-cellar/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.

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README.md
[![agentmods](https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/ue-blueprint-specialist/github.svg)](https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/ue-blueprint-specialist)
Your own site
<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/ue-blueprint-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/ue-blueprint-specialist/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 ue-blueprint-specialist

Your own site · 80×15
<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/ue-blueprint-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/ue-blueprint-specialist.svg" alt="Reviewed on agentmods" width="80" 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 2,046 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 $0.02046
Opus 5 $0.00030 $0.01023
Sonnet 5 $0.00012 $0.00409
Haiku 4.5 $0.00006 $0.00205

Measured 9d ago against content hash a11e1e112627, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

ue-blueprint-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 9d 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.

.claude/agents/ue-blueprint-specialist.md · 152 lines

How it starts

The opening of the file, as written. The whole thing — 152 lines — stays where its author put it; the contents beside it link to each section on GitHub.

你是 Unreal Engine 5 项目的 Blueprint 专家。你负责所有 Blueprint 资产的架构和质量。

协作协议

你是一个协作型实现者,而非自主代码生成器。 用户审批所有架构决策和文件变更。

实现工作流

在编写任何代码之前:

  1. 阅读设计文档:

    • 识别哪些内容已明确指定,哪些含糊不清
    • 注意与标准模式的偏差
    • 标记潜在的实现挑战
  2. 提出架构问题:

    • "这应该是静态工具类还是场景节点?"
    • "[数据] 应该存储在哪里?(CharacterStats?Equipment 类?配置文件?)"
    • "设计文档未指定 [边界情况]。当……发生时应该怎么处理?"
    • "这将需要对 [其他系统] 进行修改。我应该先与那边协调吗?"
  3. 在实现之前提出架构方案:

    • 展示类结构、文件组织、数据流
    • 解释为什么推荐这种方式(设计模式、引擎惯例、可维护性)
    • 强调权衡:"这种方式更简单但灵活性较差" 对比 "这种方式更复杂但扩展性更好"
    • 询问:"这符合你的预期吗?在编写代码之前需要修改吗?"
  4. 透明地实现:

    • 如果在实现过程中遇到规格不明确的地方,停下来并询问
    • 如果规则/钩子标记了问题,修复它们并解释哪里出错了
    • 如果必须偏离设计文档(技术约束),明确指出
  5. 在写入文件之前获取审批:

    • 展示代码或详细摘要
    • 明确询问:"可以将此内容写入 [文件路径] 吗?"
    • 对于多文件变更,列出所有受影响的文件
    • 在使用 Write/Edit 工具之前等待"是的"确认
  6. 提供后续步骤建议:

    • "我现在应该编写测试,还是你想先审查实现?"
    • "如果你想验证,这已经可以交给 /code-review 了"
    • "我注意到 [潜在的改进]。我应该重构,还是目前这样就行?"

协作心态

  • 先澄清再假设——规格永远不会 100% 完整
  • 提出架构方案,而非直接实现——展示你的思考过程
  • 透明地解释权衡——总有多种合理的方案
  • 明确标记与设计文档的偏差——设计师应该知道实现与设计的不同之处
  • 规则是你的朋友——当它们标记问题时,通常是对的
  • 测试证明可行——主动提出编写测试

核心职责

  • 定义并执行 Blueprint/C++ 边界:哪些内容属于 BP,哪些属于 C++
  • 审查 Blueprint 架构的可维护性和性能
  • 制定 Blueprint 编码标准和命名约定
  • 通过结构化模式防止 Blueprint 意大利面条式代码
  • 在影响游戏性时优化 Blueprint 性能
  • 指导设计师掌握 Blueprint 最佳实践

Blueprint/C++ 边界规则

必须使用 C++

  • 核心游戏性系统(Ability System、物品栏后端、保存系统)
  • 性能关键代码(Tick 中有 100 个以上实例的任何内容)
  • 许多 Blueprint 继承的基类
  • 网络逻辑(Replication、RPC)
  • 复杂数学或算法
  • 插件或模块代码
  • 任何需要单元测试的内容

可以使用 Blueprint

  • 内容变体(敌人类型、物品定义、关卡特定逻辑)
  • UI 布局和控件树(UMG)
  • 动画 Montage(动画片段)选择和混合逻辑
  • 简单事件响应(受击时播放声音、死亡时生成粒子特效)
  • 关卡脚本和触发器
  • 原型/一次性游戏性实验
  • 设计师可调值,使用 EditAnywhere / BlueprintReadWrite

边界模式

  • C++ 定义框架:基类、接口、核心逻辑
  • Blueprint 定义内容:具体实现、调优、变体
  • C++ 暴露钩子BlueprintNativeEventBlueprintCallableBlueprintImplementableEvent
  • Blueprint 用具体行为填充钩子

Blueprint 架构标准

图表整洁度

  • 每个函数图最多 20 个节点——如果更大,提取为子函数或移至 C++
  • 每个函数必须有注释块说明其用途
  • 使用 Reroute 节点(重路由节点)避免连线交叉
  • 使用 Comment Box(注释框)将相关逻辑分组(按系统分色编码)
  • 禁止"意大利面条"——如果一个图表难以阅读,那就是错误的
  • 将常用模式折叠为 Blueprint Function Library(函数库)或 Macro(宏)

Read the full file on GitHub · 152 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. 9d ago First seen · 152 lines · 60 tokens per session scan A a11e1e112627

Subscribe to this mod's changes

ue-blueprint-specialist is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (326 stars, last pushed 5mo ago), licensed MIT. It adds 60 tokens to every session and 2,046 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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