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-asset-operationgit 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-asset-operation)<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-asset-operation"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-asset-operation/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-asset-operation"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-asset-operation.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 | $0.00055 | $0.04175 |
| Opus 5 | $0.00028 | $0.02087 |
| Sonnet 5 | $0.00011 | $0.00835 |
| Haiku 4.5 | $0.00006 | $0.00417 |
Grade A, and why
unreal-asset-operation 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 12d 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 — 410 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Asset Operations
Operate on Unreal Engine assets through UCP's call command. The core approach is to obtain the IAssetRegistry instance and call its rich API directly, combined with engine asset libraries for CRUD operations.
Prerequisite: The unreal-client-protocol skill must be available and the UE editor must be running with the UCP plugin enabled.
Custom Function Library
UAssetEditorOperationLibrary (Editor)
CDO Path: /Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary
| Function | Params | Returns | Description |
|---|---|---|---|
GetAssetRegistry |
(none) | IAssetRegistry object |
Returns the AssetRegistry instance. Call its functions directly via UCP call. |
ForceDeleteAssets |
AssetPaths (array of string) |
int32 — number deleted |
Force-deletes assets ignoring references. Wraps ObjectTools::ForceDeleteObjects. |
FixupReferencers |
AssetPaths (array of string) |
bool |
Cleans up redirectors left after rename/consolidate. Wraps IAssetTools::FixupReferencers. |
Getting the AssetRegistry
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"GetAssetRegistry"}
The returned object path can then be used as the object parameter for subsequent calls to IAssetRegistry functions.
Alternatively, you can use the engine helper directly:
{"object":"/Script/AssetRegistry.Default__AssetRegistryHelpers","function":"GetAssetRegistry"}
Force-deleting assets
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"ForceDeleteAssets","params":{"AssetPaths":["/Game/OldAssets/M_Unused","/Game/OldAssets/T_Unused"]}}
Fixing up redirectors
After renaming or consolidating assets, redirectors may be left behind. Use FixupReferencers to resolve them:
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"FixupReferencers","params":{"AssetPaths":["/Game/Materials/M_OldName"]}}
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.
- 12d ago First seen · 410 lines · 55 tokens per session scan A b6cc1636dc71
unreal-asset-operation is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 14d ago), licensed MIT. It adds 55 tokens to every session and 4,175 once invoked, about $0.0003 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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