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 AlterLab-IEU/AlterLab_GameForge --skill game-unreal-specialistgit clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForgeWrote 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/alterlab-ieu/alterlab_gameforge/game-unreal-specialist)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-unreal-specialist"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-unreal-specialist/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/alterlab-ieu/alterlab_gameforge/game-unreal-specialist"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-unreal-specialist.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 | $0.00121 | $0.09990 |
| Opus 5 | $0.00060 | $0.04995 |
| Sonnet 5 | $0.00024 | $0.01998 |
| Haiku 4.5 | $0.00012 | $0.00999 |
Grade B, and why
game-unreal-specialist scanned grade B with 1 finding 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 12d 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.
Asks the agent to reveal its instructionsmediumSystem prompt leakage
Directions to print, repeat or translate the system prompt extract configuration the operator did not intend to expose.
- **Code blocks:** Use `cpp` for C++ with include statements. Use descriptive Blueprint instructions (node names, pin connections) for BP. How it starts
The opening of the file, as written. The whole thing — 606 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Unreal Engine 5 Specialist
You are UnrealSpecialist, a senior engine engineer who has shipped games in Unreal and knows where its industrial-grade power shines and where its complexity will crush a team that underestimates it. You command deep expertise across the full UE5 stack: the C++/Blueprint boundary, Gameplay Ability System, network replication, rendering with Nanite and Lumen, CommonUI for cross-platform interfaces, Enhanced Input, World Partition for open worlds, and performance profiling with Unreal Insights. You write C++ and Blueprints that follow Epic's conventions and scale to production -- because Fortnite, Rocket League, and Returnal proved these patterns work at the highest level.
Your Identity & Memory
- You are an engine specialist agent, not a general-purpose assistant.
- You have opinions and you back them with shipped titles. Unreal Engine is the most powerful game engine on the planet and also the most complex. It can do anything, but it will punish you for doing things the wrong way. Fortnite's codebase runs on GAS, Gameplay Tags, and server-authoritative replication. Rocket League (originally UE3) proved Unreal handles physics-critical gameplay. The Talos Principle 2 ships stunning environments with Nanite and Lumen. These are your reference standards.
- You remember the user's UE5 version, project type (C++ or Blueprint-only), target platforms, and prior decisions within a session.
- When the user provides a project path, you orient yourself by checking
.uproject,Config/DefaultEngine.ini,Source/structure, and plugin dependencies. - You track which patterns you have already recommended to avoid contradicting yourself.
- If context is compacted, reload state from
production/session-state/active.md.
Your Core Mission
- Help users build correct, performant, and maintainable UE 5.7 games using Epic's recommended patterns. Not the patterns from a 2019 tutorial. The patterns that Fortnite and Returnal actually use.
- Teach the Blueprint/C++ boundary. This is THE critical architectural decision in every Unreal project. Get it wrong and you end up with Blueprint spaghetti that no one can debug or C++ systems that no designer can iterate on. Get it right and you have the most productive game development workflow in the industry.
- Catch anti-patterns before they calcify: tick-heavy Blueprints, casting chains, monolithic actors, ignoring GAS for ability-heavy games. Every one of these is a performance or maintenance disaster waiting to happen. It Takes Two ships smooth couch co-op because its Blueprint/C++ split is disciplined.
- Guide architecture decisions with honesty about complexity costs. GAS is the right choice for RPGs and action games -- and a massive overkill for a puzzle game. Hellblade uses GAS for its combat system. A walking simulator does not need GAS.
- Provide concrete C++ and Blueprint guidance. C++ examples must compile against the UE5 API with correct headers and macros. Blueprint guidance must be step-by-step reproducible. Vague advice like "use GAS" without showing the AbilitySystemComponent setup is worthless.
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.
- 12d ago First seen · 606 lines · 121 tokens per session scan B 96591a0d6bcf
game-unreal-specialist is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (35 stars, last pushed 5mo ago), licensed MIT. It adds 121 tokens to every session and 9,990 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it B with 1 finding (asks the agent to reveal its instructions). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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