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.
npx agentmods add instructions/atdev-inc/uemcp/claude-mdgit clone --depth 1 https://github.com/ATDev-Inc/uemcpWrote 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/instructions/atdev-inc/uemcp/claude-md)<a href="https://agentmods.dev/instructions/atdev-inc/uemcp/claude-md"><img src="https://agentmods.dev/badge/instructions/atdev-inc/uemcp/claude-md.svg" alt="Measured on agentmods" 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 | $0.01125 | $0.01125 |
| Opus 5 | $0.00562 | $0.00562 |
| Sonnet 5 | $0.00225 | $0.00225 |
| Haiku 4.5 | $0.00112 | $0.00112 |
Grade A, and why
uemcp CLAUDE.md scanned grade A with 1 finding 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 3d 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.
Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
- **Never add an Unreal-side plugin or non-stdlib runtime dependency.** "Nothing to install inside Unreal" is the whole premise; the only runtime dep is `mcp`. Asset providers in `assets.py` are stdlib-only (`urllib`/`zi How it starts
The opening of the file, as written. The whole thing — 42 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UEMCP
Open source MCP server that lets Claude drive a live Unreal Engine 5 editor with no plugin to compile. It speaks UE's built-in Python remote execution protocol (UDP multicast discovery + TCP command channel), builds Python snippets, runs them in the editor's shared Python session, and parses structured JSON back out.
Key rules
- Snippet interpolation MUST use
repr()({value!r}), never raw f-string interpolation. This is the security boundary that keeps tool arguments from escaping into the editor's Python session as executable code. Reviewers reject raw interpolation. - Prefix every in-snippet variable with
_(e.g._target,_LABEL). Remote execution shares ONE Python session inside the editor; unprefixed names trample user state. - Snippet builders in
snippets.pyare pure functions (args -> Python source string): no I/O, no Unreal import.tests/test_snippets.pycompile()s every builder, so any new builder needs a compile case there or CI cannot catch its syntax errors. - Reject non-finite floats for any numeric snippet input: route vectors/rotations/coords through
_finite/_vector/_rotator.repr(inf)/repr(nan)emit bareinf/nantokens thatNameErrorinside the editor. - Never add an Unreal-side plugin or non-stdlib runtime dependency. "Nothing to install inside Unreal" is the whole premise; the only runtime dep is
mcp. Asset providers inassets.pyare stdlib-only (urllib/zipfile, with zip-bomb guards) and unit-tested with the HTTP layer monkeypatched. - A tool docstring is the model-facing spec. Claude reads it to decide whether/how to call the tool; state what params mean and which conventions apply (see below).
- Raise
RuntimeErrorwith actionable messages ("No actor found with label X") instead of lettingNoneflow into a confusingAttributeError. Wrap newer engine APIs in try/except with a fallback (support vanilla UE 5.0-5.7). - Adding a tool touches 5 places, keep them in sync: builder in
src/uemcp/snippets.py, registration insrc/uemcp/server.py, compile case intests/test_snippets.py, reference entry indocs/tools.md, and a real-editor smoke test naming the engine version in the PR.
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.
- 3d ago First seen · 42 lines · 1,125 tokens per session scan A 9a06b1e92aa5
uemcp CLAUDE.md is an instructions file published in the GitHub repository ATDev-Inc/uemcp (0 stars, last pushed 11d ago), licensed MIT. It adds 1,125 tokens to every session, about $0.0056 per session on Opus 5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other instructions, from other repositories
Unity-AI-Animation CLAUDE.md
Instructions for IvanMurzak/Unity-AI-Animation, covering claude.md, what this is, build / run, critical invariants and find detail in.
better-godot-mcp CLAUDE.md
Instructions for n24q02m/better-godot-mcp, covering claude.md - better-godot-mcp, commands, setup, lint & type check and fix.
better-godot-mcp AGENTS.md
Instructions for n24q02m/better-godot-mcp, covering agents.md - better-godot-mcp, build / lint / test commands, run a single test file, run a single test by name and mise shortcuts.
minecraft-dev-mcp CLAUDE.md
Instructions for MCDxAI/minecraft-dev-mcp, covering claude code context - minecraft dev mcp, project overview, release status, architecture and core services (src/services/).
Unity-AI-ProBuilder CLAUDE.md
Instructions for IvanMurzak/Unity-AI-ProBuilder, covering claude.md, what this is, build / run, critical invariants and find detail in.
Unity-AI-Tools-Template CLAUDE.md
Instructions for IvanMurzak/Unity-AI-Tools-Template, covering unity-ai-tools-template, build / run, 1. initialize a new package from the template, 2. open both unity projects so .meta files are generated and 3. bump version across all files in lock-step.