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-live-codinggit 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-live-coding)<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.
<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>- 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 | $0.00044 | $0.00916 |
| Opus 5.5 | $0.00018 | $0.00366 |
| Sonnet 5.5 | $0.00009 | $0.00183 |
| Haiku 4.5 | $0.00004 | $0.00092 |
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.
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:
- UCP.py sends the
Compilerequest - UE starts compilation and immediately frees the game thread (no blocking)
- UCP.py keeps the TCP connection open, waiting for the response (no polling needed)
- When compilation finishes, UE pushes the result back to UCP.py
- 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"}
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.
- 1mo ago First seen · 94 lines · 44 tokens per session scan A 15efc57e7724
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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