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-creategit 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-create)<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling-create"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-create/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-create"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-create.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 | $0.00040 | $0.00590 |
| Opus 5 | $0.00020 | $0.00295 |
| Sonnet 5 | $0.00008 | $0.00118 |
| Haiku 4.5 | $0.00004 | $0.00059 |
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.
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
- create a working mesh
- call a primitive append function on the working mesh
- if needed, continue into meshops / deform / UV steps
- 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
- create a working mesh
- construct the required polygon/path inputs
- call the relevant GeometryScript modeling/path functions
- validate geometry
- hand off the working mesh or write back
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.
- 9d ago First seen · 95 lines · 40 tokens per session scan A 9a5627cb0804
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.
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