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/pixel-cellar/Claude-Code-Game-StudiosWrote 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/pixel-cellar/claude-code-game-studios/ue-blueprint-specialist)<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.
<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>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 | $0.00060 | $0.02046 |
| Opus 5 | $0.00030 | $0.01023 |
| Sonnet 5 | $0.00012 | $0.00409 |
| Haiku 4.5 | $0.00006 | $0.00205 |
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.
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:
-
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
-
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?"
-
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?"
-
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
-
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
-
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:
BlueprintNativeEvent、BlueprintCallable、BlueprintImplementableEvent - 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)
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.
- 9d ago First seen · 152 lines · 60 tokens per session scan A a11e1e112627
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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