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/Stramp/Lost-Mines-PhandelverWrote 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/rules/stramp/lost-mines-phandelver/unreal-actors-components)<a href="https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-actors-components"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-actors-components/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/rules/stramp/lost-mines-phandelver/unreal-actors-components"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-actors-components.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 | $0.00482 |
| Opus 5 | $0.00000 | $0.00241 |
| Sonnet 5 | $0.00000 | $0.00096 |
| Haiku 4.5 | $0.00000 | $0.00048 |
Grade A, and why
unreal-actors-components 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 8d 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.
What it actually says
Actors and Components - Unreal Engine 5.7
Actors (AActor)
- ALWAYS inherit from
AActorfor objects in the world - Use
GENERATED_BODY()at the beginning of the class - Implement
BeginPlay()for initialization - Implement
Tick()only if necessary (disable if not using) - Use
UPROPERTY(VisibleAnywhere)for components - Use
UPROPERTY(EditAnywhere)for editable properties in editor
Components (UActorComponent / USceneComponent)
- ALWAYS inherit from
UActorComponentorUSceneComponent - Use
UActorComponentfor logic without position - Use
USceneComponentfor components with transformation - Use
USceneComponentas root component when appropriate - Components must be created in constructor with
CreateDefaultSubobject<>() - Use
SetupAttachment()for component hierarchy
Component Creation Pattern
// In constructor (.cpp)
AMyActor::AMyActor()
{
PrimaryActorTick.bCanEverTick = false; // Disable if not using Tick
// Create mesh component
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent"));
RootComponent = MeshComponent; // Set as root
// Create child component
CollisionComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("CollisionComponent"));
CollisionComponent->SetupAttachment(RootComponent);
}
Actor Lifecycle
- Constructor - Create components and default values
- BeginPlay() - Initialization after spawn in world
- Tick() - Update every frame (disable if not using)
- EndPlay() - Cleanup when removed from world
Best Practices
- Disable
Tickif not necessary:PrimaryActorTick.bCanEverTick = false; - Use events instead of Tick when possible
- Components should be self-contained and reusable
- Use
GetWorld()to access the world, don't store reference - Use
GetOwner()in components to access the owner Actor
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.
- 8d ago First seen · 54 lines · 0 tokens per session scan A 1f0fd29b2328
unreal-actors-components is a cursor rule published in the GitHub repository Stramp/Lost-Mines-Phandelver (2 stars, last pushed 9mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 482 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 2026-08-31.
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