unreal-modeling-attributes

unreal-modeling-attributes is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 32 tokens per session (1,875 once invoked), scanned A, original, MIT.

A GeometryScript guide for reading and changing attributes on Unreal Engine mesh geometry. These attributes include vertex colours, polygroups, and material IDs.

In plain words
What is it for?
Use it to set or query colours on whole meshes, selected areas, vertices, or triangles, and to work with polygon groups and material assignments.
Why use it?
It provides the relevant operations when mesh data needs to be inspected or changed programmatically.

Skill for Claude CodeCodex

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

Good fit Use it to set or query colours on whole meshes, selected areas, vertices, or triangles, and to work with polygon groups and material assignments.

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

README.md
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Your own site
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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-attributes

Your own site · 80×15
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Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,875 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 $0.00032 $0.01875
Opus 5 $0.00016 $0.00937
Sonnet 5 $0.00006 $0.00375
Haiku 4.5 $0.00003 $0.00187

Measured 10d ago against content hash feb3b2bd1803, 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-attributes 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-modeling-attributes/SKILL.md · 109 lines

How it starts

The opening of the file, as written. The whole thing — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.

建模 — 属性

前置条件:先阅读 unreal-modeling

CDO
顶点色 /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshVertexColorFunctions
Polygroup /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPolygroupFunctions
材质 /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshMaterialFunctions

TargetMeshUDynamicMesh* 路径字符串。Debug 省略。需要 FGeometryScriptMeshSelection 的函数,用 MeshOperationLibrary 桥接。需要 FGeometryScriptColorList 的函数,用 MakeColorList/GetColorListArray 桥接。

顶点色函数

函数 关键参数 说明
SetMeshConstantVertexColor TargetMesh, Color(FLinearColor), Flags, bClearExisting 设置全 mesh 统一顶点色
SetMeshSelectionVertexColor TargetMesh, Selection, Color, Flags, bCreateColorSeam 设置选中区域顶点色
SetMeshPerVertexColors TargetMesh, VertexColorList 批量设置每顶点颜色(列表大小 = MaxVertexID)
GetMeshPerVertexColors TargetMesh out:VertexColorListbIsValidColorSetbHasVertexIDGapsbHasSplitColors
SetMeshTriangleVertexColor TargetMesh, TriangleID, Color, Flags, bDeferChangeNotifications 设置单个三角形顶点色
GetMeshTriangleVertexColors TargetMesh, TriangleID 返回三角形三个角的顶点色
BlurMeshVertexColors TargetMesh, Selection, Options 模糊/平滑顶点色
TransferVertexColorFromMesh TargetMesh, SourceMesh, Options 从另一个 mesh 传输顶点色

FGeometryScriptColorFlags

字段 类型 默认值 说明
bRed bool true 影响 R 通道
bGreen bool true 影响 G 通道
bBlue bool true 影响 B 通道
bAlpha bool true 影响 A 通道

Polygroup 函数

函数 关键参数 说明
SetNumExtendedPolygroupLayers TargetMesh, NumLayers 设置扩展 Polygroup 层数
ClearPolygroups TargetMesh, GroupLayer 清除 Polygroup(全部设为 0)
SetPolygroupForMeshSelection TargetMesh, GroupLayer, Selection, SetPolygroupIDOut 设置选中区域的 Polygroup ID
SetGroupIDForMeshSelection TargetMesh, GroupLayer, Selection, NewGroupID 设置选中区域为指定 Group ID
GetTrianglePolygroupID TargetMesh, GroupLayer, TriangleID 获取三角形的 Polygroup ID
GetAllPolygroupIDs TargetMesh, GroupLayer 获取所有 Polygroup ID 列表
GetPolygroupIDsInMeshSelection TargetMesh, GroupLayer, Selection 获取选中区域内的 Polygroup ID 列表
ComputePolygroupsFromAngleThreshold TargetMesh, GroupLayer, CreaseAngle, MinGroupSize 按角度阈值自动计算 Polygroup
ComputePolygroupsFromPolygonDetection TargetMesh, GroupLayer, bRespectUVSeams, bRespectHardNormals, QuadAdjacencyWeight, MinQuadCount 按多边形检测计算 Polygroup
CopyPolygroupsLayer TargetMesh, FromGroupLayer, ToGroupLayer 复制 Polygroup 层
ConvertComponentsToPolygroups TargetMesh, GroupLayer 将连通分量转为 Polygroup
ConvertUVIslandsToPolygroups TargetMesh, GroupLayer, UVLayer 将 UV 岛转为 Polygroup
DeleteTrianglesInPolygroup TargetMesh, GroupLayer, PolygroupID 删除指定 Polygroup 的三角形

Read the full file on GitHub · 109 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 · 109 lines · 32 tokens per session scan A feb3b2bd1803

Subscribe to this mod's changes

unreal-modeling-attributes is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 12d ago), licensed MIT. It adds 32 tokens to every session and 1,875 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.