unreal-modeling

unreal-modeling is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 49 tokens per session (2,562 once invoked), scanned A, original, MIT.

A tool for creating and changing 3D meshes in Unreal Engine through scripts, including operations such as UVs, booleans, deformation, repair, and simplification. It can also move meshes between temporary working data and Static Mesh assets.

In plain words
What is it for?
Use it to generate, inspect, repair, simplify, reshape, or unwrap 3D models, and to create or update Unreal Static Mesh assets. The Unreal Editor must be running with the UCP plugin enabled.
Why use it?
It removes the need to perform repeated mesh edits by hand in the Unreal Editor. It also provides mesh details such as vertex counts, triangle counts, UV sets, bounds, normals, and whether the mesh is closed.

Skill for Claude CodeCodex

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

Good fit Use it to generate, inspect, repair, simplify, reshape, or unwrap 3D models, and to create or update Unreal Static Mesh assets. The Unreal Editor must be running with the UCP plugin enabled.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling/github.svg)](https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling)
Your own site
<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.

agentmods 80×15 button for unreal-modeling

Your own site · 80×15
<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>
Per session 49 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,562 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 $0.00049 $0.02562
Opus 5 $0.00024 $0.01281
Sonnet 5 $0.00010 $0.00512
Haiku 4.5 $0.00005 $0.00256

Measured 9d ago against content hash eb32ec5734a7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

Skills/unreal-modeling/SKILL.md · 168 lines

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(FGeometryScriptIndexListFGeometryScriptVectorList 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

Read the full file on GitHub · 168 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. 9d ago First seen · 168 lines · 49 tokens per session scan A eb32ec5734a7

Subscribe to this mod's changes

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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