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 rules/stramp/lost-mines-phandelver/unreal-performancegit 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-performance)<a href="https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-performance"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-performance.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 | $0.00000 | $0.00530 |
| Opus 5 | $0.00000 | $0.00265 |
| Sonnet 5 | $0.00000 | $0.00106 |
| Haiku 4.5 | $0.00000 | $0.00053 |
Grade A, and why
unreal-performance 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 4d 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 — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Performance and Optimization - Unreal Engine 5.7
Tick and Updates
- ALWAYS disable
Tickif not necessary:PrimaryActorTick.bCanEverTick = false; - Use
FTimerHandlefor periodic updates instead of Tick - Use events and delegates instead of polling
- Consider
SetActorTickInterval()to reduce Tick frequency
Garbage Collection
- Minimize UObject allocations during gameplay
- Use object pooling for frequently created/destroyed objects
- Avoid creating UObjects in loops
- Use structs instead of UObjects when possible
Containers
- Use
TArraywithReserve()when size is known - Use
TMapfor O(1) lookups,TArrayfor iterations - Avoid
TArray::Find()in loops - useTMaporTSet - Use
TArray::RemoveAll()instead of loops withRemove()
Strings
- Use
FNamefor frequent comparisons (case-insensitive, hashed) - Use
FStringonly when necessary (mutable, slow) - Use
FTextfor UI (localizable) - Avoid string concatenation in loops
Math
- Use
FVector,FRotator,FTransform(optimized) - Use
FMathfor math functions - Avoid unnecessary conversions
- Use
Squaredversions when possible (ex:FVector::DistSquared())
Logging
- Use
UE_LOG()with appropriate levels - Disable logs in Shipping builds
- Avoid logs in loops or frequently called functions
- Use
UE_LOGwithLogTempfor temporary debug
Networking
- Use
Replicatedonly for properties that need to synchronize - Minimize replicated data
- Use
ReplicatedUsingfor callbacks when values change - Consider
NetMulticastvsServervsClientRPCs
Profiling
- Use Unreal Insights for profiling
- Use
SCOPE_CYCLE_COUNTER()to measure performance - Use
STAT()macros for statistics - Profile before optimizing - measure, don't guess
General Best Practices
- Prefer stack allocation instead of heap when possible
- Use
constandconstexprwhen appropriate - Avoid virtual functions in performance-critical code
- Use
inlinefor small and frequent functions - Cache results of expensive calculations
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.
- 4d ago First seen · 63 lines · 0 tokens per session scan A 4864ed9f6bf4
unreal-performance 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 530 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.
Other cursor rules, from other repositories
08-client-server
IF 判断当前环境是否为客户端 → FabricLoader.getInstance().getEnvironmentType() == EnvType.CLIENT → World.isClient(Yarn 字段;yarn 1.14.4 World.mapping)。不要用 MCP/Forge 的 isRemote.
07-datagen
IF 生成物品/方块模型 JSON → 手动编写 JSON 在 src/main/resources/assets/{modid}/models/.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
narrative-writing
游戏叙事写作助手行为约束(game-narrative-mcp).
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
visual-and-observational-rules
Defines the visual aspects of the game and how the player observes the world. This includes map color-coding, screen effects, and the overall simulation style.