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-modelinggit 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-modeling)<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling/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-modeling"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling.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 | $0.00049 | $0.02562 |
| Opus 5 | $0.00024 | $0.01281 |
| Sonnet 5 | $0.00010 | $0.00512 |
| Haiku 4.5 | $0.00005 | $0.00256 |
Grade A, and why
unreal-modeling 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 9d 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 — 168 lines — stays where its author put it; the contents beside it link to each section on GitHub.
网格建模
建模通过两条路径完成:MeshOperationLibrary(生命周期管理 + 类型桥接)和 GeometryScript 原生库(600+ 函数,通过 UCP 通用 call 直接调用)。
前置条件:UE 编辑器运行中,UCP 插件已启用。传输层规则见 unreal-client-protocol。
MeshOperationLibrary
CDO:/Script/UnrealClientProtocolEditor.Default__MeshOperationLibrary
生命周期
| 函数 | 参数 | 说明 |
|---|---|---|
CreateDynamicMesh |
— | 创建空的临时 DynamicMesh,返回对象路径 |
ReleaseDynamicMesh |
Mesh |
标记 mesh 等待 GC 回收 |
ReleaseAllDynamicMeshes |
— | 释放所有已跟踪的 mesh |
ListDynamicMeshes |
— | 列出所有已跟踪 mesh 的路径 |
摘要
| 函数 | 参数 | 说明 |
|---|---|---|
GetMeshSummary |
TargetMesh |
返回 JSON:vertexCount、triangleCount、uvSetCount、bounds、hasNormals、hasVertexColors、hasMaterialIDs、hasPolygroups、isClosed、isDense |
资产读写
| 函数 | 参数 | 说明 |
|---|---|---|
CopyFromStaticMesh |
TargetMesh, SourceStaticMesh |
将 StaticMesh 加载到 DynamicMesh(默认选项) |
CopyToStaticMesh |
SourceMesh, TargetStaticMesh |
将 DynamicMesh 写回已有 StaticMesh |
CopyToNewStaticMeshAsset |
SourceMesh, AssetPath |
创建新 StaticMesh 资产,返回资产路径 |
Selection 桥接
GeometryScript 的 FGeometryScriptMeshSelection 内部使用不可序列化的 TSharedPtr 存储数据,无法通过 JSON 传递。以下函数从可序列化的输入创建 Selection:
| 函数 | 参数 | 说明 |
|---|---|---|
SelectAllTriangles |
TargetMesh |
选择全部三角形 |
SelectTrianglesByIDs |
TargetMesh, TriangleIDs(int 数组) |
按 ID 选择三角形 |
SelectVerticesByIDs |
TargetMesh, VertexIDs(int 数组) |
按 ID 选择顶点 |
SelectPolygroupByID |
TargetMesh, PolygroupID, GroupLayer |
按 Polygroup 选择 |
SelectMaterialByID |
TargetMesh, MaterialID |
按材质 ID 选择 |
GetSelectionIDs |
Selection |
从 Selection 提取 ID 数组 |
数据类型桥接
GeometryScript 的列表类型(FGeometryScriptIndexList、FGeometryScriptVectorList 等)将数据存储在不可序列化的 TSharedPtr<TArray<...>> 中。用 Make* 从数组创建,用 Get*Array 提取:
| Make 函数 | Get 函数 | 桥接类型 |
|---|---|---|
MakeIndexList(Indices, IndexType) |
GetIndexListArray |
FGeometryScriptIndexList |
MakeVectorList(Vectors) |
GetVectorListArray |
FGeometryScriptVectorList |
MakePolyPath(Points, bClosedLoop) |
GetPolyPathArray |
FGeometryScriptPolyPath |
MakeSimplePolygon(Vertices) |
GetSimplePolygonArray |
FGeometryScriptSimplePolygon |
MakeColorList(Colors) |
GetColorListArray |
FGeometryScriptColorList |
MakeUVList(UVs) |
GetUVListArray |
FGeometryScriptUVList |
MakeScalarList(Scalars) |
GetScalarListArray |
FGeometryScriptScalarList |
MakeTriangleList(Triangles) |
GetTriangleListArray |
FGeometryScriptTriangleList |
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.
- 9d ago First seen · 168 lines · 49 tokens per session scan A eb32ec5734a7
unreal-modeling is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 11d ago), licensed MIT. It adds 49 tokens to every session and 2,562 once invoked, about $0.0002 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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