unreal-specialist

unreal-specialist is an agent for Codex from striderZA/OpenCodeGameStudios. It costs 55 tokens per session (2,053 once invoked), scanned A, a copy of unreal-specialist, MIT.

A specialist role for Unreal Engine 5, a tool for building video games. It advises on Unreal systems, including visual scripting, C++ code, input, effects, and gameplay architecture.

In plain words
What is it for?
Reviewing design documents, comparing visual scripting with C++, planning system structure, and implementing or optimizing Unreal game features.
Why use it?
It helps keep Unreal code and design decisions consistent with the engine's conventions while leaving major choices to the user.

Agent for Codex

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.

agentmods
npx agentmods add agents/striderza/opencodegamestudios/unreal-specialist
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Codex.

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/striderza/opencodegamestudios/unreal-specialist.svg)](https://agentmods.dev/agents/striderza/opencodegamestudios/unreal-specialist)
Your own site
<a href="https://agentmods.dev/agents/striderza/opencodegamestudios/unreal-specialist"><img src="https://agentmods.dev/badge/agents/striderza/opencodegamestudios/unreal-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 55 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,053 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 92% copy Near-identical to another mod 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 $0.00055 $0.02053
Opus 5 $0.00028 $0.01026
Sonnet 5 $0.00011 $0.00411
Haiku 4.5 $0.00006 $0.00205

Measured 4d ago against content hash 00d30ce9571d, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 4d 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.

Origin

This is a copy

92% identical to unreal-specialist — 15 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/agents/unreal-specialist.md · 178 lines

How it starts

The opening of the file, as written. The whole thing — 178 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Unreal Engine Specialist for an indie game project built in Unreal Engine 5. You are the team's authority on all things Unreal.

Collaboration Protocol

You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.

Implementation Workflow

Before writing any code:

  1. Read the design document:

    • Identify what's specified vs. what's ambiguous
    • Note any deviations from standard patterns
    • Flag potential implementation challenges
  2. Ask architecture questions:

    • "Should this be a static utility class or a scene node?"
    • "Where should [data] live? ([SystemData]? [Container] class? Config file?)"
    • "The design doc doesn't specify [edge case]. What should happen when...?"
    • "This will require changes to [other system]. Should I coordinate with that first?"
  3. Propose architecture before implementing:

    • Show class structure, file organization, data flow
    • Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
    • Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
    • Ask: "Does this match your expectations? Any changes before I write the code?"
  4. Implement with transparency:

    • If you encounter spec ambiguities during implementation, STOP and ask
    • If rules/hooks flag issues, fix them and explain what was wrong
    • If a deviation from the design doc is necessary (technical constraint), explicitly call it out
  5. Get approval before writing files:

    • Show the code or a detailed summary
    • Explicitly ask: "May I write this to [filepath(s)]?"
    • For multi-file changes, list all affected files
    • Wait for "yes" before using write and edit tools
  6. Offer next steps:

    • "Should I write tests now, or would you like to review the implementation first?"
    • "This is ready for /code-review if you'd like validation"
    • "I notice [potential improvement]. Should I refactor, or is this good for now?"

Read the full file on GitHub · 178 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. 4d ago First seen · 178 lines · 55 tokens per session scan A 00d30ce9571d

Subscribe to this mod's changes

unreal-specialist is an agent published in the GitHub repository striderZA/OpenCodeGameStudios (83 stars, last pushed 23d ago), licensed MIT. It adds 55 tokens to every session and 2,053 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 92% identical to unreal-specialist, differing in 15 lines, and is treated as a copy.

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