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 Dqz00116/skill-lib --skill ue5-umggit clone --depth 1 https://github.com/Dqz00116/skill-libWrote 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/dqz00116/skill-lib/ue5-umg)<a href="https://agentmods.dev/skills/dqz00116/skill-lib/ue5-umg"><img src="https://agentmods.dev/badge/skills/dqz00116/skill-lib/ue5-umg/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/dqz00116/skill-lib/ue5-umg"><img src="https://agentmods.dev/badge/skills/dqz00116/skill-lib/ue5-umg.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 | $0.00078 | $0.00944 |
| Opus 5 | $0.00039 | $0.00472 |
| Sonnet 5 | $0.00016 | $0.00189 |
| Haiku 4.5 | $0.00008 | $0.00094 |
Grade A, and why
ue5-umg 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 10d 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 — 105 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE5 UMG Studio
Orchestrate C++ logic and Blueprint visuals for production UE5 user interfaces. Work in two layers: C++ for architecture and data binding, Blueprints for layout and polish.
Overview
Build production-ready Unreal Engine 5 user interfaces using a hybrid C++/Blueprint approach. C++ handles widget architecture, data binding, lifecycle, and performance; Blueprints handle layout, styling, animation, and visual state management.
When to Use
- Creating HUDs, menus, inventories, settings panels, or any widget-based interface
- Binding C++ properties to Blueprint widget components via
BindWidget - Handling gamepad or keyboard focus navigation and input modes
- Designing responsive UMG layouts, animations, and visual states
- Optimizing UI performance (widget pooling, ListView, Tick abuse, material overhead)
- Troubleshooting memory leaks from widget pools or dangling delegate references
When NOT to Use
- Editor tools, debug overlays, or custom Slate drawing — see
references/slate-fundamentals.md - Deep Common UI Plugin specifics — refer to official Epic documentation
- General gameplay programming unrelated to UI
Core Pattern: Hybrid C++/Blueprint Workflow
Without separation: Blueprint-only logic becomes spaghetti, C++-only UI is slow to iterate. With separation: C++ owns data, state, and lifecycle; Blueprints own layout, style, and animation.
// C++ Logic Layer: data binding and state
UCLASS(Abstract)
class UMyWidget : public UUserWidget
{
GENERATED_BODY()
protected:
UPROPERTY(meta = (BindWidget))
TObjectPtr<UProgressBar> HealthBar;
virtual void NativeConstruct() override;
virtual void NativeDestruct() override;
};
void UMyWidget::NativeConstruct()
{
Super::NativeConstruct();
if (HealthBar)
{
HealthBar->SetPercent(1.0f);
}
}
The Blueprint subclass of UMyWidget places a ProgressBar named HealthBar
in the Designer and styles it without any logic nodes.
What ships with it
4 files 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.
- 10d ago First seen · 105 lines · 78 tokens per session scan A 3b6d2e19bc8a
ue5-umg is a skill published in the GitHub repository Dqz00116/skill-lib (22 stars, last pushed 3mo ago), licensed MIT. It adds 78 tokens to every session and 944 once invoked, about $0.0004 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 2026-08-30.
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