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 db-lyon/ue-mcp --skill ue-mcp-niagaragit clone --depth 1 https://github.com/db-lyon/ue-mcpWrote 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/db-lyon/ue-mcp/ue-mcp-niagara)<a href="https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-niagara"><img src="https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-niagara/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/db-lyon/ue-mcp/ue-mcp-niagara"><img src="https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-niagara.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00071 | $0.01127 |
| Opus 5.5 | $0.00028 | $0.00451 |
| Sonnet 5.5 | $0.00014 | $0.00225 |
| Haiku 4.5 | $0.00007 | $0.00113 |
Grade A, and why
ue-mcp-niagara 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 11d 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 — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ue-mcp Niagara authoring
The niagara tool covers systems, emitters, modules, renderers, and HLSL authoring.
Create and inspect
niagara(action="create", name, packagePath?)- stand up a blankUNiagaraSystem.niagara(action="create_system_from_spec", name, packagePath?, emitters=[{path}])- declaratively create a system with emitters in one call.niagara(action="list_emitters", systemPath)/niagara(action="get_info", assetPath)- inspect shape.niagara(action="inspect_data_interfaces", systemPath)- enumerate user-scope data interfaces.niagara(action="list_system_parameters", systemPath)- user-exposed parameters (with isDataInterface flag).
Renderers
niagara(action="list_renderers", systemPath, emitterName?)- current renderer stack.niagara(action="add_renderer", systemPath, rendererType="sprite"|"mesh"|"ribbon", emitterName?)- or pass a full class name.niagara(action="set_renderer_property", systemPath, rendererIndex, propertyName, value, emitterName?)- bool / numeric / string properties via reflection.niagara(action="remove_renderer", systemPath, rendererIndex, emitterName?).
Module inputs + static switches (v0.7.14)
niagara(action="list_module_inputs", systemPath, emitterName?, emitterIndex?, stackContext?, moduleName?)- lists each module's settable inputs (name, qualifiedName, type, settable flag).inputsare the override-map inputs; compile-time switches and enums come back separately underswitchPins. Current values are not returned: NiagaraEditor does not export the reader, so only names and types are readable.niagara(action="set_module_input", systemPath, moduleName, inputName, value, emitterName?, emitterIndex?, stackContext?)- writes through the stack override map when the input is bound there, otherwise the pin default, and reports which inwritePath. Limitation: the override-map path cannot read the previous value, so it offers no rollback; set the value again to undo.niagara(action="list_static_switches", systemPath, moduleName?, emitterName?, stackContext?)- usesUNiagaraGraph::FindStaticSwitchInputson each module's function script, cross-referenced against pins on the calling node.niagara(action="set_static_switch", systemPath, moduleName, switchName, value, emitterName?, stackContext?)- format thevalueper the switch type:"true"/"false"for bool, integer literal for int/byte/enum.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 11d ago Changed dd5c0abd9572
- 1mo ago First seen · 54 lines · 71 tokens per session scan A 4f2be6059f26
ue-mcp-niagara is a skill published in the GitHub repository db-lyon/ue-mcp (450 stars, last pushed today), licensed MIT. It adds 71 tokens to every session and 1,127 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-08-30.
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asset-management
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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.
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…
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…
project-settings
Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService). Use when the user asks to change a project setting or editor preference, configure a UDeveloperSettings category, or read/write project config…
enhanced-input
Create and configure Enhanced Input — Input Actions, Mapping Contexts, key mappings, triggers, and modifiers (InputService). Use when the user asks to set up player input, create an Input Action (IA) or Input Mapping Context (IMC), bind keys to actions, or configure input triggers/modifiers.