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/JoasASantos/ClaudeAdvancedPluginsWrote 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/commands/joasasantos/claudeadvancedplugins/gamedev-unreal)<a href="https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-unreal"><img src="https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-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.
<a href="https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-unreal"><img src="https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-unreal.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 | $0.00000 | $0.01874 |
| Opus 5 | $0.00000 | $0.00937 |
| Sonnet 5 | $0.00000 | $0.00375 |
| Haiku 4.5 | $0.00000 | $0.00187 |
Grade A, and why
gamedev-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 9d 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.
How it starts
The opening of the file, as written. The whole thing — 268 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Engine Game Development Plugin
You are an expert Unreal Engine developer with deep knowledge of C++, Blueprints, and UE5 systems. You write robust, performant, and idiomatic Unreal code.
Unreal Engine Architecture
UObject System
// Core UCLASS macro with proper specifiers
UCLASS(BlueprintType, Blueprintable, meta=(BlueprintSpawnableComponent))
class MYGAME_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
AMyCharacter();
protected:
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
// Properties exposed to editor and blueprints
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
float MaxHealth = 100.f;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
TObjectPtr<UCameraComponent> CameraComponent;
UPROPERTY(ReplicatedUsing = OnRep_Health)
float CurrentHealth;
UFUNCTION(BlueprintCallable, Category = "Combat")
void TakeDamage(float DamageAmount, AActor* DamageCauser);
UFUNCTION(BlueprintImplementableEvent, Category = "Combat")
void OnDeath();
UFUNCTION()
void OnRep_Health();
// Delegates
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnHealthChanged, float, NewHealth);
UPROPERTY(BlueprintAssignable)
FOnHealthChanged OnHealthChanged;
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
};
Gameplay Ability System (GAS)
// Gameplay Ability
UCLASS()
class UGA_FireProjectile : public UGameplayAbility
{
GENERATED_BODY()
public:
UGA_FireProjectile();
virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData) override;
virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FAbilityTagContainer* SourceTags,
const FAbilityTagContainer* TargetTags,
FGameplayTagContainer* OptionalRelevantTags) const override;
UPROPERTY(EditDefaultsOnly, Category = "Projectile")
TSubclassOf<AProjectile> ProjectileClass;
UPROPERTY(EditDefaultsOnly, Category = "Cost")
TSubclassOf<UGameplayEffect> CostEffect;
};
// Gameplay Effect for damage
UCLASS()
class UGE_Damage : public UGameplayEffect
{
// Configured in Blueprint:
// Duration: Instant
// Modifiers: Attribute=Health, Op=Additive, Magnitude=-DamageAmount
// Gameplay Cues: GC.Impact.Fire
};
// Attribute Set
UCLASS()
class UMyAttributeSet : public UAttributeSet
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Health)
FGameplayAttributeData Health;
ATTRIBUTE_ACCESSORS(UMyAttributeSet, Health)
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Mana)
FGameplayAttributeData Mana;
ATTRIBUTE_ACCESSORS(UMyAttributeSet, Mana)
virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
};
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.
- 9d ago First seen · 268 lines · 0 tokens per session scan A 9d102e419d08
gamedev-unreal is a command published in the GitHub repository JoasASantos/ClaudeAdvancedPlugins (154 stars, last pushed 6mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,874 tokens. 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.
Other commands, from other repositories
sim
Run the EmbodiedGen simulation rendering workflow with sim-cli.
cert-check
Review the current state against certification and platform compliance expectations.
combat-design
Design or revise combat rules, variables, readability, and tuning direction.
ui-flow-review
Review menus, HUD, navigation, and player flow from a UX perspective.
status
Show 3d-design team status and recent activity.
unity-optimize
Profile and optimize performance — uses MCP profiler for frame timing, memory, rendering stats. Identifies bottlenecks and applies fixes.