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-blueprint-integration)<a href="https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-blueprint-integration"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-blueprint-integration/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-blueprint-integration"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-blueprint-integration.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 | $0.00406 |
| Opus 5 | $0.00000 | $0.00203 |
| Sonnet 5 | $0.00000 | $0.00081 |
| Haiku 4.5 | $0.00000 | $0.00041 |
Grade A, and why
unreal-blueprint-integration 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.
What it actually says
C++ and Blueprint Integration - Unreal Engine 5.7
Exposing Variables to Blueprint
- Use
UPROPERTY(BlueprintReadWrite)for editable variables - Use
UPROPERTY(BlueprintReadOnly)for read-only variables - Use
Category = "CategoryName"to organize in editor - Use
meta = (AllowPrivateAccess = "true")to expose private variables
Exposing Functions to Blueprint
UFUNCTION(BlueprintCallable)- Function callable from BlueprintUFUNCTION(BlueprintImplementableEvent)- Implementation only in BlueprintUFUNCTION(BlueprintNativeEvent)- Default implementation in C++, can be overridden
BlueprintNativeEvent Pattern
// Header
UFUNCTION(BlueprintNativeEvent, Category = "Gameplay")
void OnPlayerHit(float DamageAmount);
// Cpp - Default implementation
void AMyActor::OnPlayerHit_Implementation(float DamageAmount)
{
// Default implementation in C++
Health -= DamageAmount;
}
Blueprint Events
- Use
BlueprintImplementableEventwhen logic should be only in Blueprint - Use
BlueprintNativeEventwhen there's default logic in C++ that can be extended
Best Practices
- ALWAYS test changes in C++ classes that are used in Blueprints
- Document functions exposed to Blueprint
- Use categories to organize properties in editor
- Consider performance: frequently called functions should be pure C++
- Use
BlueprintCallablefor functions that need to be called from Blueprint - Use
BlueprintImplementableEventfor events that only make sense in Blueprint
Compatibility
- When modifying C++ classes used in Blueprints, verify:
- Removed properties will break Blueprints
- Type changes can break connections
- Removed functions will break Blueprint calls
- ALWAYS test after 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.
- 9d ago First seen · 52 lines · 0 tokens per session scan A 48cf070fa13d
unreal-blueprint-integration 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 406 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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