unreal-patterns

unreal-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (1,911 once invoked), scanned A, original, MIT.

A collection of Unreal Engine code patterns for building character classes, player input, health, and multiplayer-related features in C++.

In plain words
What is it for?
Use it when implementing an Unreal character with Enhanced Input, configurable movement and camera actions, health settings, or replicated game data.
Why use it?
It provides example structures for common game systems, reducing the need to design each Unreal Engine class from scratch.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Install

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.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/unreal-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill unreal-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for unreal-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/unreal-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/unreal-patterns)
Your own site
<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>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,911 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 5d ago against content hash fbb5e7dddfa4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

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.

plugins/unreal-engine/skills/unreal-patterns/SKILL.md · 247 lines

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);
}

Read the full file on GitHub · 247 lines

Changes

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.

  1. 5d ago First seen · 247 lines · 0 tokens per session scan A fbb5e7dddfa4

Subscribe to this mod's changes

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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