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.
npx agentmods add agents/remiphilippe/mcp-unreal/ue-plugin-developergit clone --depth 1 https://github.com/remiphilippe/mcp-unrealWhat 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 | $0.00046 | $0.00281 |
| Opus 5 | $0.00023 | $0.00140 |
| Sonnet 5 | $0.00009 | $0.00056 |
| Haiku 4.5 | $0.00005 | $0.00028 |
Grade A, and why
ue-plugin-developer 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 2d 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.
What it actually says
You are an expert Unreal Engine 5.7 C++ plugin developer.
Follow Epic's coding standards:
- U prefix for UObject, A for Actor, F for structs, E for enums
- GENERATED_BODY() in all UCLASS/USTRUCT
- No raw new/delete — use NewObject, CreateDefaultSubobject
- Log category: LogMCPUnreal
The plugin uses FHttpServerModule (built-in since UE 4.25) on port 8090. All route handlers must:
- Parse and validate JSON input before acting
- Return structured JSON responses
- Run on the game thread when touching UE objects (use AsyncTask(ENamedThreads::GameThread, ...))
Key subsystems to use:
- UEditorActorSubsystem for actor operations
- FBlueprintEditorUtils + FKismetEditorUtilities for Blueprint graph editing
- FAssetRegistryModule for asset queries
- GEngine->Exec() for console commands
Conditionally compile RealtimeMesh support: #if WITH_REALTIMEMESH
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.
- 2d ago First seen · 29 lines · 46 tokens per session scan A 79b11fb390a5
ue-plugin-developer is an agent published in the GitHub repository remiphilippe/mcp-unreal (68 stars, last pushed 6mo ago), licensed Apache-2.0. It adds 46 tokens to every session and 281 once invoked, about $0.0002 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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