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/hermeticormus/libregamedev-claude-code/unreal-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill unreal-patternsgit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/unreal-patterns)<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/unreal-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/unreal-patterns.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 | $0.00000 | $0.01911 |
| Opus 5 | $0.00000 | $0.00955 |
| Sonnet 5 | $0.00000 | $0.00382 |
| Haiku 4.5 | $0.00000 | $0.00191 |
Grade A, and why
unreal-patterns 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 5d 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 — 247 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Patterns
ACharacter Subclass with Enhanced Input
// MyCharacter.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "MyCharacter.generated.h"
class UInputMappingContext;
class UInputAction;
UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
AMyCharacter();
protected:
virtual void BeginPlay() override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// Input actions - set in Blueprint or C++ defaults
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputMappingContext> DefaultMappingContext;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> MoveAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> JumpAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> LookAction;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
float MaxHealth = 100.f;
UPROPERTY(Replicated, BlueprintReadOnly, Category = "Stats")
float CurrentHealth;
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
private:
void Move(const FInputActionValue& Value);
void Look(const FInputActionValue& Value);
};
// MyCharacter.cpp
#include "MyCharacter.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "Net/UnrealNetwork.h"
AMyCharacter::AMyCharacter()
{
PrimaryActorTick.bCanEverTick = false; // Disable if unused
bReplicates = true;
CurrentHealth = MaxHealth;
}
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
if (APlayerController* PC = Cast<APlayerController>(Controller))
{
if (UEnhancedInputLocalPlayerSubsystem* Subsystem =
ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
}
}
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
if (UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
EIC->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
EIC->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyCharacter::Look);
}
}
void AMyCharacter::Move(const FInputActionValue& Value)
{
FVector2D MoveVector = Value.Get<FVector2D>();
if (Controller)
{
const FRotator YawRotation(0, Controller->GetControlRotation().Yaw, 0);
AddMovementInput(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X), MoveVector.Y);
AddMovementInput(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y), MoveVector.X);
}
}
void AMyCharacter::Look(const FInputActionValue& Value)
{
FVector2D LookAxis = Value.Get<FVector2D>();
AddControllerYawInput(LookAxis.X);
AddControllerPitchInput(LookAxis.Y);
}
void AMyCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyCharacter, CurrentHealth);
}
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.
- 5d ago First seen · 247 lines · 0 tokens per session scan A fbb5e7dddfa4
unreal-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,911 tokens. 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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