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 Italink/UnrealClientProtocol --skill unreal-actor-editinggit clone --depth 1 https://github.com/Italink/UnrealClientProtocolWrote 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/italink/unrealclientprotocol/unreal-actor-editing)<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>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/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>- 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 | $0.00042 | $0.03259 |
| Opus 5 | $0.00021 | $0.01630 |
| Sonnet 5 | $0.00008 | $0.00652 |
| Haiku 4.5 | $0.00004 | $0.00326 |
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.
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}}}
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.
- 10d ago First seen · 330 lines · 42 tokens per session scan A 5e74ca1bd524
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.
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