unreal-modeling-asset

unreal-modeling-asset is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 44 tokens per session (2,014 once invoked), scanned A, original, MIT.

A guide for editing Unreal Engine StaticMesh assets, which are reusable 3D models, and creating or changing their collision shapes.

In plain words
What is it for?
It helps read and write mesh geometry, create new StaticMesh assets, manage materials and levels of detail, and generate collision.
Why use it?
It provides controlled ways to load, save, create, and modify mesh assets when a simple copy operation is not enough.

Skill for Claude CodeCodex

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

Good fit It helps read and write mesh geometry, create new StaticMesh assets, manage materials and levels of detail, and generate collision.

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Install with agentmods
npx agentmods add skills/italink/unrealclientprotocol/unreal-modeling-asset
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-asset
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-asset

README.md
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Your own site
<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.

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Your own site · 80×15
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Per session 44 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,014 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 $0.00044 $0.02014
Opus 5 $0.00022 $0.01007
Sonnet 5 $0.00009 $0.00403
Haiku 4.5 $0.00004 $0.00201

Measured 12d ago against content hash bed0c7d6dc7d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

Skills/unreal-modeling-asset/SKILL.md · 148 lines

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 MeshOperationLibraryCopyFromStaticMesh/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。

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:MaterialListMaterialIndexOutcome

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

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

Read the full file on GitHub · 148 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. 12d ago First seen · 148 lines · 44 tokens per session scan A bed0c7d6dc7d

Subscribe to this mod's changes

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.