unreal-large-blueprint-analysis

unreal-large-blueprint-analysis is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 54 tokens per session (2,418 once invoked), scanned A, original, MIT.

A method for understanding large Unreal Engine Blueprints, which are visual programs used to build game logic, and translating them into C++ or another target.

In plain words
What is it for?
It helps audit complex Blueprints, map their logic, and convert them while reducing the risk of missing connected parts.
Why use it?
Large visual programs can be difficult to read all at once, so the method organizes their sections and dependencies before analyzing the details.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions subagents.

Good fit It helps audit complex Blueprints, map their logic, and convert them while reducing the risk of missing connected parts.

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

README.md
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Your own site
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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-large-blueprint-analysis"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-large-blueprint-analysis.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,418 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 $0.00054 $0.02418
Opus 5 $0.00027 $0.01209
Sonnet 5 $0.00011 $0.00484
Haiku 4.5 $0.00005 $0.00242

Measured 11d ago against content hash dda509fa6674, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

unreal-large-blueprint-analysis 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-large-blueprint-analysis/SKILL.md · 232 lines

How it starts

The opening of the file, as written. The whole thing — 232 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Large Blueprint Analysis

Systematic strategy for reading, understanding, and translating large Blueprints (10+ sections, 100+ nodes). Builds on the unreal-blueprint-editing and unreal-object-operation skills.

Prerequisite: UE editor running with UCP plugin enabled. Read the unreal-blueprint-editing skill first for API details.

Why This Skill Exists

Large Blueprints can have 40+ sections and 1000+ nodes. A single ReadGraph call for the EventGraph alone can return 100KB+ of text. Naive approaches fail because:

  • Reading all sections at once exceeds context window limits
  • Skipping sections and "guessing" from general knowledge produces inaccurate code
  • Unstructured reading leads to missed dependencies between functions

Phase 1 — Inventory

Get the complete structure before reading any graph content.

Step 1.1: List all sections

{"object":"/Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary","function":"Outline","params":{"AssetPath":"<asset_path>"}}

Record the full list. Categorize each section:

Category Examples Priority
Entry points EventGraph, Event:Construct, Event:Tick Read first
Core logic Function:Initialize, Function:CaptureGrid Read second
Helpers Macro:CheckAndCreateRT, Macro:DeriveAxes Read on-demand
UI-only Macro:UpdateProgress, Macro:CollapsedOrVisible Read last

Step 1.2: Read the Blueprint's variables

Use unreal-object-operation skill's DescribeObject to get all UPROPERTY variables on the Blueprint's CDO. This reveals the full state model — every variable the Blueprint uses.

{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"DescribeObject","params":{"ObjectPath":"<blueprint_default_object_path>"}}

The CDO path for a Blueprint class MyBlueprint_C in package /Game/BP/MyBlueprint is: /Game/BP/MyBlueprint.Default__MyBlueprint_C

Step 1.3: Build a section dependency map

Read the full file on GitHub · 232 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 · 232 lines · 54 tokens per session scan A dda509fa6674

Subscribe to this mod's changes

unreal-large-blueprint-analysis is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 13d ago), licensed MIT. It adds 54 tokens to every session and 2,418 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.