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 skills/cooperzheng/ue-dev-playbook/unreal-engine-cpp-pronpx skills add Cooperzheng/ue-dev-playbook --skill unreal-engine-cpp-progit clone --depth 1 https://github.com/Cooperzheng/ue-dev-playbookWrote 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/cooperzheng/ue-dev-playbook/unreal-engine-cpp-pro)<a href="https://agentmods.dev/skills/cooperzheng/ue-dev-playbook/unreal-engine-cpp-pro"><img src="https://agentmods.dev/badge/skills/cooperzheng/ue-dev-playbook/unreal-engine-cpp-pro.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 5.1 | $0.00063 | $0.02577 |
| Opus 5 | $0.00032 | $0.01288 |
| Sonnet 5 | $0.00013 | $0.00515 |
| Haiku 4.5 | $0.00006 | $0.00258 |
Grade A, and why
unreal-engine-cpp-pro 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 6d 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 — 289 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Engine C++ Pro
Expert-level guidelines for developing with Unreal Engine 5 using C++. Focuses on writing robust, performant, and standard-compliant code.
When to Use
- Developing C++ code for Unreal Engine 5.x projects
- Writing Actors, Components, or UObject-derived classes
- Optimizing performance-critical code
- Debugging memory leaks or garbage collection issues
- Implementing Blueprint-exposed functionality
- Working with Unreal's reflection system (UCLASS, USTRUCT, UFUNCTION)
- Managing asset loading and soft references
Pre-Flight:新建 C++ 类/文件时的上下文感知
仅在创建新 .h/.cpp 文件时执行(修改现有文件跳过此步骤):
- 读同目录现有头文件:读取目标目录下 1-2 个已有的
.h文件,学习 include 模式、命名风格、UCLASS specifier 习惯。 - 不做全项目扫描:项目结构已在项目上下文 Rule 中声明。
- 不确定的 API 走验证流程:见下方白名单和
ue-mcp-workflowRule。
C++ API 免查白名单
以下高频 API 可直接使用,无需 grep 或查文档:
- Actor: SetActorLocation, SetActorRotation, GetActorLocation, GetActorRotation, SetActorHiddenInGame, K2_SetActorLocation, SetActorTransform, GetTransform, DestroyActor, SetLifeSpan, GetInstigator, GetOwner
- Component: FindComponentByClass, GetComponentByClass, SetVisibility, SetHiddenInGame, SetRelativeLocation, SetWorldLocation, SetRelativeRotation, SetWorldRotation, RegisterComponent, DestroyComponent
- Player: GetPlayerController, GetPlayerPawn, GetPlayerCharacter, GetPlayerCameraManager
- Framework: GetWorld, GetGameMode, GetGameState, GetGameInstance, SpawnActor, SpawnActorDeferred, IsValid
- UI: SetText, AddToViewport, RemoveFromParent, GetDesiredSize
- Timer: SetTimer, SetTimerByFunctionName, ClearTimer, ClearAllTimersForObject, GetTimerElapsed
- Debug: PrintString, DrawDebugLine, DrawDebugSphere, FlushPersistentDebugLines, UE_LOG, AddOnScreenDebugMessage
- Math: FMath::Clamp, FMath::Lerp, FMath::RandRange, FMath::Abs, FRotator, FVector, FTransform
不在此表中的 API → grep <UE5_ENGINE_PATH>\Engine\Source\Runtime\ 确认签名,grep 无结果则 context7 查文档。
Core Principles
1. UObject & Garbage Collection
- Always use
UPROPERTY()forUObject*member variables to ensure GC tracking - Use
TStrongObjectPtr<>for root references outside UObject graph - Use
IsValid()over rawnullptr— handles pending-kill safely - Use
TWeakObjectPtrfor non-owning references that may become invalid
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.
- 6d ago First seen · 289 lines · 63 tokens per session scan A e15d8bf37559
unreal-engine-cpp-pro is a skill published in the GitHub repository Cooperzheng/ue-dev-playbook (4 stars, last pushed 5mo ago), licensed MIT. It adds 63 tokens to every session and 2,577 once invoked, about $0.0003 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.
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