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-engine-cpp)<a href="https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-engine-cpp"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-engine-cpp/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-engine-cpp"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-engine-cpp.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 | $0.01296 |
| Opus 5.5 | $0.00000 | $0.00518 |
| Sonnet 5.5 | $0.00000 | $0.00259 |
| Haiku 4.5 | $0.00000 | $0.00130 |
Grade A, and why
unreal-engine-cpp 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 1mo 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.
How it starts
The opening of the file, as written. The whole thing — 129 lines — stays where its author put it; the contents beside it link to each section on GitHub.
C++ Code Conventions - Unreal Engine 5.7
Naming (CRITICAL)
- Classes: PascalCase with appropriate prefix:
Afor Actors (ex:AMyProject2Character,APlayerController)Ufor UObjects (ex:UMyGameInstance,UMyComponent)Ffor Structs (ex:FPlayerStats,FWeaponData)Efor Enums (ex:EPlayerState,EWeaponType)Ifor Interfaces (ex:IInteractable,IDamageable)Tfor Templates (ex:TArray,TMap,TSet)
- Functions: PascalCase (ex:
BeginPlay(),Tick(),OnHit()) - Variables: PascalCase with prefixes:
- Booleans:
b(ex:bIsRunning,bIsActive,bHasWeapon) - Floats: no prefix (ex:
Health,MaxHealth,Speed) - Integers: no prefix (ex:
AmmoCount,Level) - Enums:
E(ex:EPlayerState CurrentState) - Interfaces:
I(ex:IInteractable* InteractableObject)
- Booleans:
- Constants:
constwith PascalCase (ex:const float MaxSpeed = 1000.0f;)
Macros and Annotations (ESSENTIAL)
- ALWAYS use Unreal macros for classes:
UCLASS()for classes that inherit fromUObjectUSTRUCT()for structsUENUM()for enumsUINTERFACE()for interfaces
- UPROPERTY() - Use for:
UPROPERTY(BlueprintReadWrite)- Read/write in BlueprintUPROPERTY(BlueprintReadOnly)- Read-only in BlueprintUPROPERTY(VisibleAnywhere)- Visible in editor, not editableUPROPERTY(EditAnywhere)- Editable in editorUPROPERTY(EditDefaultsOnly)- Editable only in defaultsUPROPERTY(EditInstanceOnly)- Editable only in instancesUPROPERTY(Replicated)- Network replication
- UFUNCTION() - Use for:
UFUNCTION(BlueprintCallable)- Callable from BlueprintUFUNCTION(BlueprintImplementableEvent)- Implemented in BlueprintUFUNCTION(BlueprintNativeEvent)- Default implementation in C++, can be overridden in BlueprintUFUNCTION(Server, Reliable)- Server RPCUFUNCTION(Client, Reliable)- Client RPC
Headers and Includes
- ALWAYS use
#include "CoreMinimal.h"at the top of .cpp files - Use
#pragma oncein all headers (don't use include guards) - Use forward declarations in headers when possible:
// In header (.h) class APlayerController; class UWidget; // In cpp #include "PlayerController.h" #include "Components/Widget.h" - Organize includes in this order:
- Corresponding header (ex:
#include "MyClass.h") - Engine headers (ex:
#include "Engine/Engine.h") - Project headers
- Plugin headers
- STL (avoid when possible)
- Corresponding header (ex:
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.
- 1mo ago First seen · 129 lines · 0 tokens per session scan A d91f09c97855
unreal-engine-cpp is a cursor rule published in the GitHub repository Stramp/Lost-Mines-Phandelver (2 stars, last pushed 10mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,296 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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