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 IliaMerkurev/ue5-cpp-ai-skill --skill unreal-cpp-developergit clone --depth 1 https://github.com/IliaMerkurev/ue5-cpp-ai-skillWrote 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/iliamerkurev/ue5-cpp-ai-skill/unreal-cpp-developer)<a href="https://agentmods.dev/skills/iliamerkurev/ue5-cpp-ai-skill/unreal-cpp-developer"><img src="https://agentmods.dev/badge/skills/iliamerkurev/ue5-cpp-ai-skill/unreal-cpp-developer/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/iliamerkurev/ue5-cpp-ai-skill/unreal-cpp-developer"><img src="https://agentmods.dev/badge/skills/iliamerkurev/ue5-cpp-ai-skill/unreal-cpp-developer.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 | $0.00017 | $0.03797 |
| Opus 5.5 | $0.00007 | $0.01519 |
| Sonnet 5.5 | $0.00003 | $0.00759 |
| Haiku 4.5 | $0.00002 | $0.00380 |
Grade A, and why
unreal cpp developer 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 1mo 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 cpp developer — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 479 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Engine 5 C++ Modern Development
This skill defines strict development standards for Unreal Engine 5 C++ code. The goal is to enforce high-quality, performant Unreal Engine code that follows official recommendations.
When to Use
Use this skill when:
- Writing C++ code for Unreal Engine 5.x
- Developing gameplay systems
- Writing Actors, Components, or Subsystems
- Exposing APIs to Blueprint
- Optimizing performance
- Building reusable engine systems
Do NOT use when:
- Working with Blueprint-only logic
- Writing non-Unreal code
- Working in other engines
Custom Project Rules
Before generating or modifying any code, you MUST first check for project-specific rules in custom_rules.md within this skill directory.
If custom_rules.md exists, its rules override and take priority over any rule in this file.
Class Templates
When asked to generate a NEW C++ class from scratch, you must use the provided templates as your starting point:
- Header Template:
templates/TemplateClass.h - Source Template:
templates/TemplateClass.cpp
Never invent a new class structure if templates are provided. Always start from the templates.
Substitute TEMPLATE_CLASS_NAME and YOURMODULE_API with the appropriate names.
Core Philosophy
C++ First Architecture
Core gameplay logic should be implemented in C++ whenever possible.
Blueprints should mainly be used for:
- configuration and asset references
- UI layout and animation (UMG)
- simple event wiring and visual effects
Avoid implementing complex state machines, heavy math, or core gameplay loops purely in Blueprints.
Modern Unreal Code Structure
Include What You Use (IWYU) & Headers
Always follow the IWYU principle to optimize compile times.
- Never include unnecessary headers.
- Use forward declarations for classes and structs in headers whenever possible.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "MyComponent.generated.h"
class UHealthComponent; // Forward Declaration
What ships with it
3 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.
- 1mo ago First seen · 479 lines · 17 tokens per session scan A f88980e49dd8
unreal cpp developer is a skill published in the GitHub repository IliaMerkurev/ue5-cpp-ai-skill (9 stars, last pushed 7mo ago), licensed MIT. It adds 17 tokens to every session and 3,797 once invoked, about $0.0001 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 2026-08-31.
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