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 gamedev-skills/awesome-gamedev-agent-skills --skill unreal-blueprintsgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-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/gamedev-skills/awesome-gamedev-agent-skills/unreal-blueprints)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-blueprints"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-blueprints/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/gamedev-skills/awesome-gamedev-agent-skills/unreal-blueprints"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-blueprints.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- 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 | $0.00086 | $0.01351 |
| Opus 5 | $0.00043 | $0.00675 |
| Sonnet 5 | $0.00017 | $0.00270 |
| Haiku 4.5 | $0.00009 | $0.00135 |
Grade A, and why
unreal-blueprints 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 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.
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unreal-blueprints — 88% identical, 8 lines differ
How it starts
The opening of the file, as written. The whole thing — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Blueprints (Visual Scripting)
Structure gameplay logic in Unreal Engine 5 Blueprints: pick the right graph, expose data cleanly, and choose a communication method that doesn't create hard-reference spaghetti. Targets UE 5.8. (Blueprints are node graphs; the snippets below describe node flows.)
When to use
- Use when authoring a Blueprint Class, wiring the Event Graph (BeginPlay/Tick/overlap), using the Construction Script, creating variables/functions/macros, or choosing how two Blueprints communicate (Cast, Interface, or Event Dispatcher).
- Use when the project has
*.uprojectand Blueprint*.uassetfiles, and the user works visually rather than in C++.
When not to use: performance-critical systems, large data structures, or anything that
benefits from source control diffs and unit tests → unreal-cpp-gameplay. Player input
mapping → unreal-enhanced-input. AI logic → unreal-behavior-trees.
Core workflow
- Choose the Blueprint type. A Blueprint Class (derived from Actor/Pawn/Character/ ActorComponent) defines a reusable object. The Level Blueprint is a per-level graph for level-specific scripting only — don't put reusable logic there.
- Use the Construction Script for editor-time setup (procedural placement, configuring components from variables) — it runs when the actor is placed or edited, not during play.
- Use the Event Graph for runtime logic.
Event BeginPlayfor init, input/overlap events for reactions. AvoidEvent Tickunless you truly need per-frame work. - Expose data with variables; click the eye icon to make a variable Instance Editable, and group related ones with categories. Mark pure functions (no exec pin) for getters.
- Pick a communication method by coupling (see Patterns): direct Cast for things you own, Blueprint Interface to call across types without hard references, Event Dispatcher to broadcast one-to-many.
- Verify with the Blueprint debugger: drop breakpoints on nodes, watch variable values, and use Print String to confirm execution paths during Play In Editor (PIE).
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.
- 12d ago First seen · 122 lines · 86 tokens per session scan A 27b764d0fff7
unreal-blueprints is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 86 tokens to every session and 1,351 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.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.