unreal-blueprint-editing

unreal-blueprint-editing is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 51 tokens per session (1,881 once invoked), scanned A, original, MIT.

A text-based tool for editing Unreal Engine Blueprint node graphs. Blueprints are visual diagrams that define game logic without writing all of it as code.

In plain words
What is it for?
Use it to modify Blueprint events, functions, variables, and node connections. It requires the Unreal Editor with the UCP plugin running.
Why use it?
It lets you add, remove, or reconnect graph nodes through text when direct visual editing is inconvenient.

Skill for Claude CodeCodex

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

Good fit Use it to modify Blueprint events, functions, variables, and node connections. It requires the Unreal Editor with the UCP plugin running.

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

README.md
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Your own site
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-blueprint-editing"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-blueprint-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.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-blueprint-editing"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-blueprint-editing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 51 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,881 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 $0.00051 $0.01881
Opus 5 $0.00026 $0.00941
Sonnet 5 $0.00010 $0.00376
Haiku 4.5 $0.00005 $0.00188

Measured 11d ago against content hash 6dc9b6b67104, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

unreal-blueprint-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 11d 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-blueprint-editing/SKILL.md · 159 lines

How it starts

The opening of the file, as written. The whole thing — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blueprint Editing

Edit Blueprint node graphs via a text-based representation. For setting object properties on the Blueprint asset itself, use the unreal-object-operation skill.

Prerequisite: UE editor running with UCP plugin enabled.

Node Graph API

CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary

Function Params Description
Outline AssetPath Returns available sections (EventGraph, Function:Name, Macro:Name, Variables)
ReadGraph AssetPath, Section Returns text representation. Empty Section = all sections.
WriteGraph AssetPath, Section, GraphText Overwrite section. Empty GraphText = delete section. Auto-recompiles.

Reading Strategy

CRITICAL: Never read all sections at once. Blueprints can have dozens of functions/macros.

  1. Outline first — get the structure
  2. Identify relevant sections — based on the task, pick only what you need
  3. ReadGraph one section at a time — read only what you need
  4. Summarize before reading more — decide if you need more context

Section Types

Section Format Description
EventGraph Main event graph
Function:<Name> A function graph
Macro:<Name> A macro graph
Variables Blueprint variable definitions

Names with spaces use underscores: Function:My_Function.

Text Format

[Function:CalculateDamage]

N_2kVm4xRp8bNw6yLq0dJs FunctionEntry
  > then -> N_8nQz4tJi0rAj7mRd3sFg.execute

N_9aEo3jXv2hQy8bFt4iLw VariableGet:BaseDamage
  > -> N_7tHn5cWs1fPx6zMr0gKu.A

N_5fIr7mBz3kTb1eJw9lOa VariableGet:DamageMultiplier
  > -> N_7tHn5cWs1fPx6zMr0gKu.B

N_7tHn5cWs1fPx6zMr0gKu CallFunction:KismetMathLibrary.Multiply_FloatFloat
  > ReturnValue -> N_0hKt8nDc5lUd2gLx6mPb.Value

N_0hKt8nDc5lUd2gLx6mPb CallFunction:KismetMathLibrary.FClamp {pin.Min:0, pin.Max:9999}
  > ReturnValue -> N_8nQz4tJi0rAj7mRd3sFg.ReturnValue

N_8nQz4tJi0rAj7mRd3sFg FunctionResult

Read the full file on GitHub · 159 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. 11d ago First seen · 159 lines · 51 tokens per session scan A 6dc9b6b67104

Subscribe to this mod's changes

unreal-blueprint-editing is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 13d ago), licensed MIT. It adds 51 tokens to every session and 1,881 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.