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-blueprint-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-blueprint-editing)<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.
<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>- 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 | $0.00051 | $0.01881 |
| Opus 5 | $0.00026 | $0.00941 |
| Sonnet 5 | $0.00010 | $0.00376 |
| Haiku 4.5 | $0.00005 | $0.00188 |
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.
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.
- Outline first — get the structure
- Identify relevant sections — based on the task, pick only what you need
- ReadGraph one section at a time — read only what you need
- 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
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.
- 11d ago First seen · 159 lines · 51 tokens per session scan A 6dc9b6b67104
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.
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