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-attributesgit 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-attributes)<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling-attributes"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-attributes/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-attributes"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-attributes.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 | $0.00032 | $0.01875 |
| Opus 5 | $0.00016 | $0.00937 |
| Sonnet 5 | $0.00006 | $0.00375 |
| Haiku 4.5 | $0.00003 | $0.00187 |
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.
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。
库
| 库 | CDO |
|---|---|
| 顶点色 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshVertexColorFunctions |
| Polygroup | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPolygroupFunctions |
| 材质 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshMaterialFunctions |
TargetMesh 为 UDynamicMesh* 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:VertexColorList、bIsValidColorSet、bHasVertexIDGaps、bHasSplitColors |
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 |
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.
- 10d ago First seen · 109 lines · 32 tokens per session scan A feb3b2bd1803
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.
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