unreal-live-coding

unreal-live-coding is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 44 tokens per session (916 once invoked), scanned A, original, MIT.

An Unreal Engine tool for controlling Live Coding, which recompiles C++ changes while the editor is running.

In plain words
What is it for?
Use it to start a Live Coding compile, check whether compilation is active, check whether Live Coding is enabled, or enable it for the current session. It requires the UCP skill and an enabled Unreal Editor setup.
Why use it?
It removes the need to handle every C++ recompilation through a full editor restart.

Skill for Claude CodeCodex

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

Good fit Use it to start a Live Coding compile, check whether compilation is active, check whether Live Coding is enabled, or enable it for the current session. It requires the UCP skill and an enabled Unreal Editor setup.

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Install with agentmods
npx agentmods add skills/italink/unrealclientprotocol/unreal-live-coding
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-live-coding
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-live-coding

README.md
[![agentmods](https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-live-coding/github.svg)](https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-live-coding)
Your own site
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-live-coding"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-live-coding/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.

agentmods 80×15 button for unreal-live-coding

Your own site · 80×15
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-live-coding"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-live-coding.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 44 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 916 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 $0.00044 $0.00916
Opus 5.5 $0.00018 $0.00366
Sonnet 5.5 $0.00009 $0.00183
Haiku 4.5 $0.00004 $0.00092

Measured 1mo ago against content hash 15efc57e7724, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unreal-live-coding 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 1mo 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-live-coding/SKILL.md · 94 lines

How it starts

The opening of the file, as written. The whole thing — 94 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Live Coding

Trigger and manage Live Coding (runtime C++ recompilation) through UCP's call command. The Compile function uses deferred response — UCP.py will automatically wait for compilation to finish without blocking the UE editor or requiring polling.

Prerequisite: The unreal-client-protocol skill must be available, the UE editor must be running with UCP enabled, and Live Coding must be enabled in Editor Preferences (Windows only).

Custom Function Library

ULiveCodingOperationLibrary

CDO Path: /Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary

Function Params Returns Description
Compile (none) FUCPDeferredResponse Trigger Live Coding compile. Response is deferred — UCP.py waits until compilation finishes, then receives the result.
IsCompiling (none) bool Whether a Live Coding compile is in progress
IsLiveCodingEnabled (none) bool Whether Live Coding is enabled for the current session
EnableLiveCoding bEnable (bool) bool Enable or disable Live Coding for the current session
Deferred Response

Compile returns FUCPDeferredResponse — a special UCP return type that enables non-blocking async execution:

  1. UCP.py sends the Compile request
  2. UE starts compilation and immediately frees the game thread (no blocking)
  3. UCP.py keeps the TCP connection open, waiting for the response (no polling needed)
  4. When compilation finishes, UE pushes the result back to UCP.py
  5. UCP.py receives the result and returns it to the caller

Important: Set UE_TIMEOUT environment variable to a larger value (e.g. 120) before calling Compile, as compilation may take longer than the default 30-second timeout:

$env:UE_TIMEOUT = "120"
Examples

Trigger compilation (waits for completion):

{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"Compile"}

Read the full file on GitHub · 94 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. 1mo ago First seen · 94 lines · 44 tokens per session scan A 15efc57e7724

Subscribe to this mod's changes

unreal-live-coding is a skill published in the GitHub repository Italink/UnrealClientProtocol (128 stars, last pushed 1mo ago), licensed MIT. It adds 44 tokens to every session and 916 once invoked, about $0.0002 per session on Opus 5.5. 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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