unreal-actor-editing

unreal-actor-editing is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 42 tokens per session (3,259 once invoked), scanned A, original, MIT.

A guide for managing actors in Unreal Engine levels through UCP. Actors are objects placed in a game level, such as characters, lights, cameras, or props.

In plain words
What is it for?
Use it to find, select, spawn, delete, move, or duplicate actors in an open Unreal Engine level.
Why use it?
It provides the instructions needed to manipulate level objects through the Unreal Engine editor, provided the required UCP connection is available.

Skill for Claude CodeCodex

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

Good fit Use it to find, select, spawn, delete, move, or duplicate actors in an open Unreal Engine level.

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Install with agentmods
npx agentmods add skills/italink/unrealclientprotocol/unreal-actor-editing
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.

Any agent
npx skills add Italink/UnrealClientProtocol --skill unreal-actor-editing
Clone the repo
git clone --depth 1 https://github.com/Italink/UnrealClientProtocol

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-actor-editing

README.md
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Your own site
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-actor-editing"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-actor-editing/github.svg" alt="Measured on agentmods" height="20"></a>

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Your own site · 80×15
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-actor-editing"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-actor-editing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,259 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00042 $0.03259
Opus 5 $0.00021 $0.01630
Sonnet 5 $0.00008 $0.00652
Haiku 4.5 $0.00004 $0.00326

Measured 10d ago against content hash 5e74ca1bd524, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unreal-actor-editing 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.

Skills/unreal-actor-editing/SKILL.md · 330 lines

How it starts

The opening of the file, as written. The whole thing — 330 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Actor Editing

Manage actors in Unreal Engine levels through UCP's call command. This skill guides you to use engine-provided actor subsystems and libraries.

Prerequisite: The unreal-client-protocol skill must be available and the UE editor must be running with the UCP plugin enabled.

Engine Built-in Actor Libraries

UEditorActorSubsystem

CDO Path: /Script/UnrealEd.Default__EditorActorSubsystem

This is the primary API for actor manipulation in the editor:

Function Description
GetAllLevelActors() Get all actors in the current level
GetAllLevelActorsOfClass(ActorClass) Get all actors of a specific class
GetSelectedLevelActors() Get currently selected actors
SetSelectedLevelActors(ActorsToSelect) Set actor selection
SelectNothing() Deselect all actors
SpawnActorFromClass(ActorClass, Location, Rotation) Spawn a new actor
SpawnActorFromObject(ObjectToUse, Location, Rotation) Spawn from an existing asset
DuplicateActor(ActorToDuplicate, ToWorld, Offset) Duplicate an actor
DuplicateActors(ActorsToDuplicate, ToWorld, Offset) Duplicate multiple actors
DestroyActor(ActorToDestroy) Delete an actor
DestroyActors(ActorsToDestroy) Delete multiple actors
SetActorTransform(Actor, WorldTransform) Set actor transform
ConvertActors(Actors, ActorClass) Convert actors to a different class
Examples

Get all actors in level:

{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"GetAllLevelActors"}

Get all static mesh actors:

{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"GetAllLevelActorsOfClass","params":{"ActorClass":"/Script/Engine.StaticMeshActor"}}

Spawn a point light:

{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"SpawnActorFromClass","params":{"ActorClass":"/Script/Engine.PointLight","Location":{"X":0,"Y":0,"Z":200}}}

Read the full file on GitHub · 330 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. 10d ago First seen · 330 lines · 42 tokens per session scan A 5e74ca1bd524

Subscribe to this mod's changes

unreal-actor-editing is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 12d ago), licensed MIT. It adds 42 tokens to every session and 3,259 once invoked, about $0.0002 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.