unreal

unreal is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 20 tokens per session (805 once invoked), scanned A, original, MIT.

A command for creating and debugging Unreal Engine 5 game features. It works with gameplay classes, visual Blueprints, C++, abilities, multiplayer replication, materials, and Lumen and Nanite.

In plain words
What is it for?
Use it to create actors, plan gameplay class responsibilities, build abilities, set up replicated features, and debug Unreal Engine 5 projects.
Why use it?
It gives common Unreal tasks a focused workflow and helps keep generated C++ aligned with Unreal's required macros and class structure.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the unreal-engine plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to create actors, plan gameplay class responsibilities, build abilities, set up replicated features, and debug Unreal Engine 5 projects.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/unreal
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/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install unreal-engine, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/unreal/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/unreal)
Your own site
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/unreal"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/unreal/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.

agentmods 80×15 button for unreal

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/unreal"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/unreal.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 20 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 805 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 $0.00020 $0.00805
Opus 5.5 $0.00008 $0.00322
Sonnet 5.5 $0.00004 $0.00161
Haiku 4.5 $0.00002 $0.00081

Measured 15d ago against content hash 6d8af01dbfe3, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unreal 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 15d 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.

plugins/unreal-engine/commands/unreal.md · 95 lines

How it starts

The opening of the file, as written. The whole thing — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/unreal

Unreal Engine 5 development: Gameplay Framework, Blueprint/C++, GAS, replication, materials, and Lumen/Nanite.

Trigger

/unreal [action] [target]

Actions

actor

Create Actor/Character/Pawn classes with proper UE5 structure.

/unreal actor "ACharacter subclass with Enhanced Input, movement, jump, replicated health"
/unreal actor "AI enemy: patrol waypoints, detect player via sight, chase and attack"
/unreal actor "interactive door: Blueprint interface, opens with RPC, replicated open state"

Output: C++ header + source with UPROPERTY/UFUNCTION macros, BeginPlay, replication setup, Blueprint-callable interface.

framework

Design Gameplay Framework class responsibilities.

/unreal framework "multiplayer FPS: where does kill tracking, score, team assignment go?"
/unreal framework "RPG with stats, abilities, inventory - GameMode vs PlayerState vs Character"
/unreal framework "metagame session flow: lobby, game, post-game using GameInstance"

Output: Class responsibility diagram, which class owns which data, replication boundaries.

ability

Implement with Gameplay Ability System.

/unreal ability "projectile fire ability with mana cost, cooldown, and GAS tags"
/unreal ability "stun status effect: GameplayEffect with duration, blocks movement ability"
/unreal ability "attribute set for health, mana, stamina with damage calculation"

Output: GAS component setup, UGameplayAbility subclass, UGameplayEffect data asset spec, UAttributeSet C++.

debug

Diagnose Unreal-specific problems.

/unreal debug "Replicated property not updating on clients"
/unreal debug "Server RPC not being called - client fires but server never receives"
/unreal debug "Blueprint cast fails at runtime after C++ refactor"
/unreal debug "Nanite mesh not rendering correctly with translucent material"

Output: Root cause (replication, authority, cast validity), fix code, prevention.

Examples

Setting up a multiplayer character:

/unreal actor "ACharacter with Enhanced Input, replicated health and death, server attack RPC"

Produces: Complete .h and .cpp with DOREPLIFETIME, server RPC with _Validate + _Implementation, multicast for cosmetic effects, GetLifetimeReplicatedProps.

Read the full file on GitHub · 95 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. 15d ago First seen · 95 lines · 20 tokens per session scan A 6d8af01dbfe3

Subscribe to this mod's changes

unreal is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 20 tokens to every session and 805 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 2026-10-01.

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