unreal-specialist

unreal-specialist is an agent for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 66 tokens per session (2,494 once invoked), scanned A, original, MIT.

An Unreal Engine 5 specialist for game projects, covering the engine’s programming patterns, systems, and optimization concerns. It helps developers choose between Blueprint, Unreal’s visual scripting system, and C++, the programming language used to extend the engine.

In plain words
What is it for?
Use it to plan and review Unreal gameplay systems, including the Gameplay Ability System, Enhanced Input, Common UI, and Niagara. It can also guide project structure, package and build settings, Blueprint-versus-C++ choices, memory use, garbage collection, and rendering.
Why use it?
It helps avoid architecture decisions and code changes that conflict with Unreal conventions or the project design. It also requires unclear requirements, trade-offs, and proposed file changes to be discussed before implementation.

Agent for Claude Code

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

Good fit Use it to plan and review Unreal gameplay systems, including the Gameplay…

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Install with agentmods
npx agentmods add agents/pixel-cellar/claude-code-game-studios/unreal-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 unreal-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/unreal-specialist.svg)](https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unreal-specialist)
Your own site
<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>
Per session 66 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,494 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 $0.00066 $0.02494
Opus 5 $0.00033 $0.01247
Sonnet 5 $0.00013 $0.00499
Haiku 4.5 $0.00007 $0.00249

Measured 7d ago against content hash 17ae18fac25e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

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.

.claude/agents/unreal-specialist.md · 174 lines

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:

  1. 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
  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?"
  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?"
  4. 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
  5. 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
  6. 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 FNameFTextFStringFName 用于标识符,FText 用于显示文本,FString 用于字符串操作
  • 使用 TArrayTMapTSet 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(TSharedPtrTWeakPtrTUniquePtr
  • 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)

Read the full file on GitHub · 174 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. 7d ago First seen · 174 lines · 66 tokens per session scan A 17ae18fac25e

Subscribe to this mod's changes

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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