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-modeling-assetgit 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-asset)<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling-asset"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-asset/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-asset"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-asset.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 | $0.02014 |
| Opus 5 | $0.00022 | $0.01007 |
| Sonnet 5 | $0.00009 | $0.00403 |
| Haiku 4.5 | $0.00004 | $0.00201 |
Grade A, and why
unreal-modeling-asset 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 12d 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 — 148 lines — stays where its author put it; the contents beside it link to each section on GitHub.
建模 — 资产与碰撞
前置条件:先阅读 unreal-modeling。
简化版 vs 原生版
简单场景优先使用 MeshOperationLibrary 的 CopyFromStaticMesh/CopyToStaticMesh/CopyToNewStaticMeshAsset(默认选项,一步完成)。
本 Skill 中的原生函数用于需要精细控制的场景:指定 LOD、自定义 Options、碰撞生成等。
库
| 库 | CDO |
|---|---|
| StaticMesh 读写 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_StaticMeshFunctions |
| 新建资产 | /Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_CreateNewAssetFunctions |
| 碰撞 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_CollisionFunctions |
| 编辑器 DynamicMesh | /Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_EditorDynamicMeshFunctions |
StaticMesh 读写函数
| 函数 | 关键参数 | 说明 |
|---|---|---|
CopyMeshFromStaticMeshV2 |
FromStaticMeshAsset, ToDynamicMesh, AssetOptions, RequestedLOD, bUseSectionMaterials |
从 StaticMesh 加载到 DynamicMesh。out:Outcome |
CopyMeshToStaticMesh |
FromDynamicMesh, ToStaticMeshAsset, Options, TargetLOD, bUseSectionMaterials |
写回 StaticMesh。out:Outcome |
GetSectionMaterialListFromStaticMesh |
FromStaticMeshAsset, RequestedLOD |
获取材质列表。out:MaterialList、MaterialIndex、Outcome |
FGeometryScriptCopyMeshFromAssetOptions
| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
bApplyBuildSettings |
bool | true |
应用构建设置 |
bRequestTangents |
bool | true |
请求切线 |
bIgnoreRemoveDegenerates |
bool | true |
忽略退化三角形移除 |
FGeometryScriptMeshReadLOD
| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
LODType |
EGeometryScriptLODType |
MaxAvailable |
LOD 类型 |
LODIndex |
int | 0 |
LOD 索引 |
EGeometryScriptLODType
| 值 | 说明 |
|---|---|
MaxAvailable |
最高质量可用 LOD |
HiResSourceModel |
高分辨率源模型(编辑器专用) |
SourceModel |
源模型指定 LOD |
RenderData |
渲染数据 LOD(运行时需要 bAllowCPUAccess) |
FGeometryScriptCopyMeshToAssetOptions
| 字段 | 类型 | 默认值 | 说明 |
|---|---|---|---|
bEnableRecomputeNormals |
bool | false |
重算法线 |
bEnableRecomputeTangents |
bool | false |
重算切线 |
bEnableRemoveDegenerates |
bool | false |
移除退化三角形 |
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.
- 12d ago First seen · 148 lines · 44 tokens per session scan A bed0c7d6dc7d
unreal-modeling-asset is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 14d ago), licensed MIT. It adds 44 tokens to every session and 2,014 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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