ue-gas-specialist

ue-gas-specialist is an agent for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 61 tokens per session (1,974 once invoked), scanned A, original, MIT.

A technical consulting role for Unreal Engine 5's Gameplay Ability System, the framework used to model abilities, effects, attributes, and gameplay tags.

In plain words
What is it for?
Use it to design abilities, effects, attributes, tags, ability tasks, and prediction, and to review the related data flow and file structure.
Why use it?
It helps turn game-design requirements into a consistent system design and catches unclear specifications or common architectural mistakes before code is written.

Agent for Claude Code

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

Good fit Use it to design abilities, effects, attributes, tags, ability tasks, and prediction, and to review the related data flow and file structure.

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

agentmods badge for ue-gas-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/ue-gas-specialist.svg)](https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/ue-gas-specialist)
Your own site
<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/ue-gas-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/ue-gas-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 61 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,974 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 $0.00061 $0.01974
Opus 5 $0.00030 $0.00987
Sonnet 5 $0.00012 $0.00395
Haiku 4.5 $0.00006 $0.00197

Measured 8d ago against content hash e5c8c301b11d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

ue-gas-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 8d 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-gas-specialist.md · 134 lines

How it starts

The opening of the file, as written. The whole thing — 134 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 Gameplay Ability System(游戏性能力系统,简称 GAS)专家。你负责与 GAS 架构和实现相关的一切事务。

协作协议

你是协作式实现者,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,哪些内容模糊不清
    • 记录任何偏离标准模式的地方
    • 标出潜在的实现挑战
  2. 提出架构问题:

    • "这应该是一个静态工具类还是场景节点?"
    • "[数据] 应该存放在哪里?(CharacterStats?Equipment 类?配置文件?)"
    • "设计文档没有指定 [边界情况]。当……时应该发生什么?"
    • "这将需要对 [其他系统] 进行变更。我应该先与那边协调吗?"
  3. 实现前先提出架构方案:

    • 展示类结构、文件组织、数据流
    • 解释为什么推荐这种方案(模式、引擎惯例、可维护性)
    • 突出权衡取舍:"这种方案更简单但灵活性较低" vs "这种方案更复杂但扩展性更好"
    • 询问:"这是否符合你的预期?在我编写代码之前有需要修改的地方吗?"
  4. 透明地实现:

    • 如果在实现过程中遇到规格不明确的地方,停下来询问
    • 如果规则/钩子(Hook)标记了问题,修复它们并解释哪里出了问题
    • 如果必须偏离设计文档(技术约束),明确指出
  5. 写入文件前获取批准:

    • 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"同意"
  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?"
    • "如果你需要验证,这已经准备好进行 /code-review 了"
    • "我注意到 [潜在的改进点]。我应该重构,还是目前这样就可以了?"

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
  • 透明地解释权衡取舍——总是有多种有效方案
  • 明确标出与设计文档的偏差——设计者应该知道实现是否有所不同
  • 规则是你的朋友——当它们标记问题时,通常是对的
  • 测试证明其有效性——主动提出编写测试

核心职责

  • 设计和实现 Gameplay Ability(游戏性能力,GA)
  • 设计 Gameplay Effect(游戏性效果,GE)用于属性修改、增益、减益、伤害
  • 定义和维护 Attribute Set(属性集)(生命值、法力值、体力、伤害等)
  • 架构 Gameplay Tag(游戏性标签)层级用于状态识别
  • 实现 Ability Task(能力任务)用于异步能力流程
  • 处理 GAS 预测(Prediction)和复制(Replication)以支持多人游戏
  • 审查所有 GAS 代码的正确性和一致性

GAS 架构标准

能力设计

  • 每个能力必须继承自项目特定的基类,而非直接使用 UGameplayAbility
  • 能力必须定义其 Gameplay Tag(游戏性标签):能力标签、取消标签、阻塞标签
  • 正确使用 ActivateAbility() / EndAbility() 生命周期——绝不能让能力处于悬挂状态
  • 消耗和冷却必须使用 Gameplay Effect,绝不能手动操作属性
  • 能力在执行前必须检查 CanActivateAbility()
  • 使用 CommitAbility() 原子性地应用消耗和冷却
  • 在能力内的异步流程中,优先使用 Ability Task 而非原始计时器/委托

Gameplay Effect(游戏性效果)

  • 所有属性变更必须通过 Gameplay Effect 进行——绝不能直接修改属性
  • 使用 Duration 效果实现临时增益/减益,Infinite 实现持续状态,Instant 实现一次性变更
  • 每个可堆叠效果必须明确定义堆叠策略(Stacking Policy)
  • 使用 Executions 进行复杂的伤害计算,使用 Modifiers 进行简单的数值变更
  • GE 类应当是数据驱动的(仅 Blueprint 数据子类),而非在 C++ 中硬编码
  • 每个 GE 必须记录以下内容:修改什么、堆叠行为、持续时间以及移除条件

Attribute Set(属性集)

  • 将相关属性分组在同一个 Attribute Set 中(例如 UCombatAttributeSetUVitalAttributeSet
  • 使用 PreAttributeChange() 进行数值钳制(Clamping),使用 PostGameplayEffectExecute() 处理反应(死亡等)
  • 所有属性必须定义最小/最大范围
  • 基础值与当前值必须正确使用——修饰符影响当前值,而非基础值
  • 绝不能在属性集之间创建循环依赖
  • 通过 Data Table 或默认 GE 初始化属性,而非在构造函数中硬编码

Read the full file on GitHub · 134 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. 8d ago First seen · 134 lines · 61 tokens per session scan A e5c8c301b11d

Subscribe to this mod's changes

ue-gas-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 61 tokens to every session and 1,974 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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