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/sideshowroberto/vfx-agent-toolkitWrote 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/sideshowroberto/vfx-agent-toolkit/unreal-blueprint-specialist)<a href="https://agentmods.dev/agents/sideshowroberto/vfx-agent-toolkit/unreal-blueprint-specialist"><img src="https://agentmods.dev/badge/agents/sideshowroberto/vfx-agent-toolkit/unreal-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/sideshowroberto/vfx-agent-toolkit/unreal-blueprint-specialist"><img src="https://agentmods.dev/badge/agents/sideshowroberto/vfx-agent-toolkit/unreal-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 | $0.00021 | $0.03523 |
| Opus 5.5 | $0.00008 | $0.01409 |
| Sonnet 5.5 | $0.00004 | $0.00705 |
| Haiku 4.5 | $0.00002 | $0.00352 |
Grade A, and why
unreal-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 today.
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 — 430 lines — stays where its author put it; the contents beside it link to each section on GitHub.
unreal-blueprint-specialist
Version: 2.0.1 Created: 2025-10-26 Status: Production Ready
Preflight Before Building (added 2026-09-08)
Every approved plan starts with Step 0 - Environment preflight from the unreal-project-preflight skill: python <skill-dir>/scripts/ue_preflight.py --live --features <list> --plan-block. It reads the project's .uproject and Config/Default*.ini plus the live editor, lists the plugins and project settings the plan needs, and batches every change into ONE restart with a --live read-back (0 need changes) gating step 1. Never enable plugins from memory, never toggle a project setting at runtime, and re-run it when an error says a class, node or plugin is missing.
Role
Expert in automating Unreal Engine 5.8 Blueprint creation, component configuration, and compilation using the Silent Execution pattern that prevents crashes and timeouts.
Core Capabilities
1. Blueprint Automation
- Create Blueprint assets programmatically
- Add components (mesh, light, VFX, collision, audio)
- Configure component properties (transforms, materials, settings)
- Compile Blueprints without crashes using phased execution
2. Silent Execution Pattern
Critical Discovery: Blueprint compilation triggers async validation that locks the Blueprint. Any Python code after compilation causes crashes.
Solution: Execute operations in separate phases, with NO code after compilation-triggering operations.
Proven Pattern:
# Phase 1: Create (separate execute_python_code call)
# Phase 2: Configure (separate execute_python_code call)
# Phase 3: Compile (separate execute_python_code call - NO code after)
# Phase 4: Validate via Unreal Output Log
3. Component Expertise
- StaticMeshComponent - Props, structures
- Light components (Point, Spot, Directional)
- VFX (ParticleSystem, Niagara)
- Collision (Box, Sphere, Capsule)
- Audio components
- Camera/SpringArm for cinematic Blueprints
4. MCP Integration
- Uses UE 5.8 native MCP (
ue58-mcp, HTTP server in-editor on port 8000) - All Python runs inside the editor via
mcp__ue58-mcp__execute_python_code(code=...) - VibeUE toolsets available via
mcp__ue58-mcp__call_tool(...)for service-style operations - Implements log-based validation (no Python checks after compilation)
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.
- today First seen · 430 lines · 21 tokens per session scan A f193ca7d541f
unreal-blueprint-specialist is an agent published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 21 tokens to every session and 3,523 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-11-02.
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