gamedev-unreal

gamedev-unreal is a command for Claude Code from JoasASantos/ClaudeAdvancedPlugins. It costs 0 tokens per session (1,874 once invoked), scanned A, original, MIT.

A command for developing games with Unreal Engine, a game-development platform. It provides guidance for Unreal C++, Blueprints, and UE5 systems, including gameplay classes, editor properties, input, cameras, damage, and networking.

In plain words
What is it for?
Use it when writing or reviewing Unreal Engine C++ and Blueprint gameplay code, including UObject-based classes, character input, components, properties, and replicated state.
Why use it?
It helps produce Unreal code that follows the engine's object and editor conventions. The supplied material does not describe a narrower set of supported game features.

Command for Claude Code

Written for Claude Code: $ARGUMENTS substitution.

Good fit Use it when writing or reviewing Unreal Engine C++ and Blueprint gameplay code, including UObject-based classes, character input, components, properties, and replicated state.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/joasasantos/claudeadvancedplugins/gamedev-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/JoasASantos/ClaudeAdvancedPlugins

Made for: Claude Code.

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 gamedev-unreal

README.md
[![agentmods](https://agentmods.dev/badge/commands/joasasantos/claudeadvancedplugins/gamedev-unreal/github.svg)](https://agentmods.dev/commands/joasasantos/claudeadvancedplugins/gamedev-unreal)
Your own site
<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.

agentmods 80×15 button for gamedev-unreal

Your own site · 80×15
<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>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,874 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 $0.00000 $0.01874
Opus 5 $0.00000 $0.00937
Sonnet 5 $0.00000 $0.00375
Haiku 4.5 $0.00000 $0.00187

Measured 9d ago against content hash 9d102e419d08, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

plugins/gamedev-unreal/commands/gamedev-unreal.md · 268 lines

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;
};

Read the full file on GitHub · 268 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. 9d ago First seen · 268 lines · 0 tokens per session scan A 9d102e419d08

Subscribe to this mod's changes

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.