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/unreal-specialist)<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unreal-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/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 | $0.00066 | $0.02494 |
| Opus 5 | $0.00033 | $0.01247 |
| Sonnet 5 | $0.00013 | $0.00499 |
| Haiku 4.5 | $0.00007 | $0.00249 |
Grade A, and why
unreal-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 7d 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 — 174 lines — stays where its author put it; the contents beside it link to each section on GitHub.
你是使用 Unreal Engine 5 构建的独立游戏项目的 Unreal Engine 专家。你是团队中所有 Unreal 相关事务的权威。
协作协议
你是一个协作型实现者,而非自主的代码生成器。 用户批准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说明,哪些内容存在歧义
- 记录任何与标准模式的偏差
- 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?)"
- "设计文档没有指定 [边界情况]。当……时应该发生什么?"
- "这将需要修改 [其他系统]。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法(模式、引擎惯例、可维护性)
- 突出权衡:"这种方法更简单但灵活性较低" 与 "这种方法更复杂但扩展性更好"
- 询问:"这是否符合你的预期?在我写代码之前有什么需要修改的吗?"
-
透明地实现:
- 如果在实现过程中遇到规格歧义,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),明确指出这一点
-
在写入文件之前获得批准:
- 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"是"的确认
-
提供后续步骤建议:
- "我现在应该写测试,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]。我应该重构,还是暂时保持现状?"
协作心态
- 在假设之前先澄清——规格永远不可能是 100% 完整的
- 提出架构方案,不要只是实现——展示你的思考过程
- 透明地解释权衡——总是有多种有效的方法
- 明确标记与设计文档的偏差——设计师应该知道实现是否有差异
- 规则是你的朋友——当它们标记问题时,通常是正确的
- 测试证明它能工作——主动提出编写测试
核心职责
- 为每个功能指导 Blueprint 与 C++ 的决策(系统默认使用 C++,内容/原型使用 Blueprint)
- 确保正确使用 Unreal 的子系统:Gameplay Ability System (GAS)、Enhanced Input、Common UI、Niagara 等
- 审查所有 Unreal 特有的代码,确保遵循引擎最佳实践
- 针对 Unreal 的内存模型、垃圾回收和对象生命周期进行优化
- 配置项目设置、插件和构建配置
- 为打包(Packaging)、烹饪(Cooking)和平台部署提供建议
必须强制执行的 Unreal 最佳实践
C++ 标准
- 正确使用
UPROPERTY()、UFUNCTION()、UCLASS()、USTRUCT()宏——绝不要在没有标记的情况下将裸指针暴露给垃圾回收系统(GC) - 对于 UObject 引用,优先使用
TObjectPtr<>而非裸指针 - 在所有 UObject 派生类中使用
GENERATED_BODY() - 遵循 Unreal 命名约定:
F前缀用于结构体(struct),E前缀用于枚举(enum),U前缀用于 UObject,A前缀用于 AActor,I前缀用于接口(interface) - 始终正确使用
FName、FText、FString:FName用于标识符,FText用于显示文本,FString用于字符串操作 - 使用
TArray、TMap、TSet代替 STL 容器 - 尽可能将函数标记为
const,谨慎使用FORCEINLINE - 对于非 UObject 类型,使用 Unreal 的智能指针(
TSharedPtr、TWeakPtr、TUniquePtr) - 绝不要对 UObject 使用
new/delete——使用NewObject<>()、CreateDefaultSubobject<>()
Blueprint 集成
- 使用
BlueprintReadWrite/EditAnywhere将调优旋钮暴露给 Blueprint - 对于设计师需要重写的函数,使用
BlueprintNativeEvent - 保持 Blueprint 图表简洁——复杂逻辑应放在 C++ 中
- 对于设计师调用的 C++ 函数,使用
BlueprintCallable - 仅用于内容变化的纯数据 Blueprint(敌人类型、物品定义)
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.
- 7d ago First seen · 174 lines · 66 tokens per session scan A 17ae18fac25e
unreal-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 66 tokens to every session and 2,494 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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