unreal-modeling-create

unreal-modeling-create is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 40 tokens per session (590 once invoked), scanned A, original, MIT.

A tool for creating 3D geometry and mesh assets in Unreal Engine through its built-in GeometryScript system. It can produce temporary meshes for later processing or reusable static mesh assets.

In plain words
What is it for?
Use it to create primitives, profile-based shapes, working meshes, static mesh assets, or collision data for later Unreal Engine workflows.
Why use it?
It provides a defined workflow for turning shapes and profiles into usable 3D geometry, while separating temporary work from assets saved for reuse.

Skill for Claude CodeCodex

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

Good fit Use it to create primitives, profile-based shapes, working meshes, static mesh assets, or collision data for later Unreal Engine workflows.

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

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README.md
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Your own site
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Your own site · 80×15
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Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 590 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 $0.00040 $0.00590
Opus 5 $0.00020 $0.00295
Sonnet 5 $0.00008 $0.00118
Haiku 4.5 $0.00004 $0.00059

Measured 9d ago against content hash 9a5627cb0804, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

unreal-modeling-create 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-create/SKILL.md · 95 lines

How it starts

The opening of the file, as written. The whole thing — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Modeling — Create

Prerequisite: read unreal-modeling-core first.

Goal

Use this skill when the output should be one of the following:

  • a transient working mesh for further processing
  • a static mesh asset updated from generated geometry
  • a new geometry result that will be consumed by a higher-level pipeline

Required decision rules

If the user wants a new mesh to be processed later

Stop at the working mesh stage unless asset output is explicitly required.

If the user wants a reusable asset result

Create geometry in a working mesh first, then write it to a static mesh asset.

Standard create workflow

CreateWorkingMesh
-> GeometryScript create/modeling functions
-> optional writeback or asset creation
-> optional collision finalization

Primary libraries

  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPrimitiveFunctions
  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshModelingFunctions
  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_SimplePolygonFunctions
  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_PolyPathFunctions
  • /Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_CreateNewAssetFunctions

Recipe: create a primitive working mesh

Use when

You need a box, sphere, cylinder, capsule, cone, disc, or torus as the starting point for later processing.

Steps

  1. create a working mesh
  2. call a primitive append function on the working mesh
  3. if needed, continue into meshops / deform / UV steps
  4. only write back if asset output is required

Output

  • default output: working mesh path
  • asset output only if explicitly requested

Recipe: create profile-based geometry

Use when

You need extrude / revolve / sweep style generation.

Steps

  1. create a working mesh
  2. construct the required polygon/path inputs
  3. call the relevant GeometryScript modeling/path functions
  4. validate geometry
  5. hand off the working mesh or write back

Read the full file on GitHub · 95 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 · 95 lines · 40 tokens per session scan A 9a5627cb0804

Subscribe to this mod's changes

unreal-modeling-create is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 11d ago), licensed MIT. It adds 40 tokens to every session and 590 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.