unreal-material-editing

unreal-material-editing is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 51 tokens per session (4,671 once invoked), scanned A, original, MIT.

A text-based workflow for editing Unreal Engine material settings and node graphs. Unreal Engine materials control how surfaces are shaded, blended, and displayed.

In plain words
What is it for?
Adding, removing, or reconnecting material-expression nodes and changing settings such as shading model, blend mode, two-sided rendering, and opacity-mask thresholds.
Why use it?
It lets developers inspect and change material graphs and properties without manually rewiring every node in the editor.

Skill for Claude CodeCodex

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

Good fit Adding, removing, or reconnecting material-expression nodes and changing settings such as shading model, blend mode, two-sided rendering, and opacity-mask thresholds.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/italink/unrealclientprotocol/unreal-material-editing
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-material-editing
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-material-editing

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

agentmods 80×15 button for unreal-material-editing

Your own site · 80×15
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-material-editing"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-material-editing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 51 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,671 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 warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium Excessive Agency · line 116
    Skill enables autonomous high-impact decisions without human-in-the-loop verification. Critical operations (destructive commands, financial transactions, data deletion) should require explicit user confirmation.
    Fix: Add human-in-the-loop confirmation for destructive, irreversible, or high-impact operations. Never auto-execute commands that modify files, send data, or alter system state.
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 $0.00051 $0.04671
Opus 5 $0.00026 $0.02336
Sonnet 5 $0.00010 $0.00934
Haiku 4.5 $0.00005 $0.00467

Measured 10d ago against content hash 5ee456e7da62, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

unreal-material-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 10d 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-material-editing/SKILL.md · 359 lines

How it starts

The opening of the file, as written. The whole thing — 359 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Material Editing

Material editing covers both material properties (ShadingModel, BlendMode, etc.) via the [Properties] section, and node graph (expression nodes and connections) via the [Material] section. Both use the same unified API.

Prerequisite: UE editor running with UCP plugin enabled.

API

CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary

Function Params Description
Outline AssetPath Returns available sections (Properties, Material, Composite:Name)
ReadGraph AssetPath, Section Returns text. Empty Section = all. "Material" = main graph only.
WriteGraph AssetPath, Section, GraphText Overwrite section. Auto-recompiles, relayouts, refreshes editor.

Material Properties

Use the [Properties] section to read/write material-level settings:

[Properties]
ShadingModel: MSM_DefaultLit
BlendMode: BLEND_Opaque
TwoSided: true
OpacityMaskClipValue: 0.333

Common properties:

Property Example Values
ShadingModel MSM_DefaultLit, MSM_Unlit, MSM_Subsurface, MSM_ClearCoat
BlendMode BLEND_Opaque, BLEND_Masked, BLEND_Translucent, BLEND_Additive
MaterialDomain MD_Surface, MD_DeferredDecal, MD_LightFunction, MD_PostProcess, MD_UI
TwoSided true, false

Read with ReadGraph(AssetPath, "Properties"), write with WriteGraph(AssetPath, "Properties", text).

Section Model

Section Description
[Properties] Material-level properties (ShadingModel, BlendMode, etc.)
[Material] Complete main graph — all non-composite nodes, read/write as one unit
[Composite:Name] Composite subgraph (physically isolated)

The [Material] section contains the entire main graph. Output pins are expressed as graph output connections: > RGB -> [BaseColor].

Text Format

[Material]

N_4kVm2xRp8bNw3yLq9dJs MaterialExpressionTextureSample {Texture:"/Game/Textures/T_Wood_BC"}
  > RGB -> [BaseColor]
  > A -> N_7tHn5cWs1fPx6zMr0gKu.A

N_9aEo3jXv2hQy8bFt4iLw MaterialExpressionScalarParameter {ParameterName:"Roughness", DefaultValue:0.5}
  > -> N_7tHn5cWs1fPx6zMr0gKu.B

N_2dGq6lZx4jSa0cHv8kNy MaterialExpressionVectorParameter {ParameterName:"EmissiveColor", DefaultValue:{"R":1,"G":0.5,"B":0}}
  > -> N_5fIr7mBz3kTb1eJw9lOa.A

N_7tHn5cWs1fPx6zMr0gKu MaterialExpressionMultiply
  > -> [Roughness]

N_5fIr7mBz3kTb1eJw9lOa MaterialExpressionMultiply
  > -> [EmissiveColor]

N_0hKt8nDc5lUd2gLx6mPb MaterialExpressionConstant {R:5.0}
  > -> N_5fIr7mBz3kTb1eJw9lOa.B

N_3jMv0pFe7nWf4iNz8oCd MaterialExpressionTextureSample {Texture:"/Game/Textures/T_Wood_N"}
  > -> [Normal]

N_6lOx2rHg9pYh5kPb1qEf MaterialExpressionTime
  > -> N_8nQz4tJi0rAj7mRd3sFg.A

N_8nQz4tJi0rAj7mRd3sFg MaterialExpressionSine {Period:6.283185}
  > -> N_1pSb6vLk2tCl9oTf5uGh.B

N_1pSb6vLk2tCl9oTf5uGh MaterialExpressionMultiply
  > -> [WorldPositionOffset]

N_4rUd8xNm3vEn0qVh7wIj MaterialExpressionWorldPosition
  > -> N_1pSb6vLk2tCl9oTf5uGh.A

Read the full file on GitHub · 359 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. 10d ago First seen · 359 lines · 51 tokens per session scan A 5ee456e7da62

Subscribe to this mod's changes

unreal-material-editing is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 12d ago), licensed MIT. It adds 51 tokens to every session and 4,671 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.