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-large-blueprint-analysisgit 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-large-blueprint-analysis)<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/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-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>- 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 | $0.00054 | $0.02418 |
| Opus 5 | $0.00027 | $0.01209 |
| Sonnet 5 | $0.00011 | $0.00484 |
| Haiku 4.5 | $0.00005 | $0.00242 |
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.
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
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 · 232 lines · 54 tokens per session scan A dda509fa6674
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.
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