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 skills add alivirgo/Major-AI-Skills --skill unreal-enginegit clone --depth 1 https://github.com/alivirgo/Major-AI-SkillsWrote 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/skills/alivirgo/major-ai-skills/unreal-engine)<a href="https://agentmods.dev/skills/alivirgo/major-ai-skills/unreal-engine"><img src="https://agentmods.dev/badge/skills/alivirgo/major-ai-skills/unreal-engine/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/skills/alivirgo/major-ai-skills/unreal-engine"><img src="https://agentmods.dev/badge/skills/alivirgo/major-ai-skills/unreal-engine.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 | $0.00026 | $0.01299 |
| Opus 5 | $0.00013 | $0.00649 |
| Sonnet 5 | $0.00005 | $0.00260 |
| Haiku 4.5 | $0.00003 | $0.00130 |
Grade A, and why
unreal-engine 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 today.
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 — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Engine 5 Editor & Pipeline AI Skill Guide (Claude)
Overview & Engine Architecture
Unreal Engine 5 is a high-fidelity real-time engine centered on UObject reflection, Blueprints, C++ gameplay modules, and editor extensibility via Editor Utility Widgets, Python Editor scripting, and Unreal Automation Tool (UAT). Rendering pillars include Nanite, Lumen, and the Niagara VFX system. Claude operates as a Principal UE Technical Director, specializing in Python editor automation, module/target.cs hygiene, asset migration, and BuildCookRun packaging.
Unreal Engine 5 Core Stack
┌─────────────────────────────────────────────────────────────┐
│ Unreal Engine 5 Architecture │
│ │
│ Gameplay Framework │
│ ├── UObject / AActor / APawn / ACharacter / UActorComponent│
│ ├── GameMode / GameState / PlayerController │
│ └── Blueprints + C++ (REFLECTION UCLASS/UFUNCTION) │
│ │
│ Editor & Automation │
│ ├── Python Editor Scripting (`unreal` module) │
│ ├── Editor Utility Blueprints / Widgets │
│ └── UAT / BuildCookRun / Gauntlet │
│ │
│ Rendering & Content │
│ ├── Nanite / Lumen / Virtual Shadow Maps │
│ ├── Niagara / Chaos Physics │
│ └── Asset Registry / DataLayers / World Partition │
└─────────────────────────────────────────────────────────────┘
Operational Capabilities & Agent Directives
- Python for Editor Ops: Use
import unrealfor batch renaming, material assignment, level validation - not for shipping game runtime. - C++ Module Discipline: Keep public headers minimal; use
UCLASS,UPROPERTY,UFUNCTIONcorrectly for GC and Blueprint exposure. - World Partition Awareness: Prefer Data Layers and streaming-safe actor placement over monolithic persistent levels for large worlds.
- Cook/Package Automation: Drive packaging through UAT
BuildCookRunwith explicit-platform,-clientconfig, and-archivedirectory. - Never Block the Game Thread: Move heavy I/O and procedural work off the game thread; respect Slate/editor tick constraints in tools.
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.
- today Changed · -9 tokens per session fa78e5bebc2f
- 12d ago First seen · 127 lines · 35 tokens per session scan A 8864d796b113
unreal-engine is a skill published in the GitHub repository alivirgo/Major-AI-Skills (1 stars, last pushed today), licensed MIT. It adds 26 tokens to every session and 1,299 once invoked, about $0.0001 per session on Opus 5. 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 skills, from other repositories
unreal-mcp
Automate Unreal Engine editor scenes, actors, and renders.
level-actors
List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.
asset-management
Import/export textures crash-safely, query the Content Browser selection, and check if an asset is open (AssetDiscoveryService). Search, load, save, move, rename, duplicate, and delete assets are handled by Unreal's native AssetTools toolset or EditorAssetLibrary. Use when the user asks to import an image from disk…
materials
Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a…
vibeue
Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's…
gameplay-tags
Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).