unreal-blueprint-integration

unreal-blueprint-integration is a cursor rule for Cursor from Stramp/Lost-Mines-Phandelver. It costs 0 tokens per session (406 once invoked), scanned A, original, MIT.

A set of rules for connecting Unreal Engine C++ code with Blueprints, Unreal's visual scripting system used to build game logic in the editor.

In plain words
What is it for?
It guides Blueprint-exposed properties and functions, including cases where C++ supplies default behavior that Blueprints can extend.
Why use it?
It clarifies which variables and functions Blueprints can edit, read, call, or override, reducing integration mistakes between code and visual scripts.

Cursor rule for Cursor

Written for Cursor: installed under .cursor/.

Good fit It guides Blueprint-exposed properties and functions, including cases where C++ supplies default behavior that Blueprints can extend.

Compare 6 cursor rules from other repositories ↓
Install with agentmods
npx agentmods add rules/stramp/lost-mines-phandelver/unreal-blueprint-integration
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/Stramp/Lost-Mines-Phandelver

Made for: Cursor.

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 unreal-blueprint-integration

README.md
[![agentmods](https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-blueprint-integration/github.svg)](https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-blueprint-integration)
Your own site
<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.

agentmods 80×15 button for unreal-blueprint-integration

Your own site · 80×15
<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>
Per session 0 Nothing until a file matches its globs; then the whole rule loads.
When invoked 406 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 $0.00406
Opus 5 $0.00000 $0.00203
Sonnet 5 $0.00000 $0.00081
Haiku 4.5 $0.00000 $0.00041

Measured 9d ago against content hash 48cf070fa13d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

.cursor/rules/unreal-blueprint-integration.mdc · 52 lines

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 Blueprint
  • UFUNCTION(BlueprintImplementableEvent) - Implementation only in Blueprint
  • UFUNCTION(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 BlueprintImplementableEvent when logic should be only in Blueprint
  • Use BlueprintNativeEvent when 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 BlueprintCallable for functions that need to be called from Blueprint
  • Use BlueprintImplementableEvent for 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
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 · 52 lines · 0 tokens per session scan A 48cf070fa13d

Subscribe to this mod's changes

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.