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-deformgit 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-deform)<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling-deform"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-deform/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-deform"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-deform.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 | $0.00050 | $0.01990 |
| Opus 5 | $0.00025 | $0.00995 |
| Sonnet 5 | $0.00010 | $0.00398 |
| Haiku 4.5 | $0.00005 | $0.00199 |
Grade A, and why
unreal-modeling-deform 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 — 140 lines — stays where its author put it; the contents beside it link to each section on GitHub.
建模 — 变形与变换
前置条件:先阅读 unreal-modeling。
库
| 库 | CDO |
|---|---|
| 变形 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshDeformFunctions |
| 变换 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshTransformFunctions |
TargetMesh 为 UDynamicMesh* 路径字符串。Debug 省略。需要 FGeometryScriptMeshSelection 的函数,用 MeshOperationLibrary 桥接。
变形函数
| 函数 | 关键参数 | 说明 |
|---|---|---|
ApplyBendWarpToMesh |
TargetMesh, Options, BendOrientation(FTransform), BendAngle(float), BendExtent(float) |
弯曲变形 |
ApplyTwistWarpToMesh |
TargetMesh, Options, TwistOrientation, TwistAngle, TwistExtent |
扭曲变形 |
ApplyFlareWarpToMesh |
TargetMesh, Options, FlareOrientation, FlarePercentX, FlarePercentY, FlareExtent |
膨胀/收缩变形 |
ApplyMathWarpToMesh |
TargetMesh, WarpOrientation, WarpType, Options |
数学函数变形(正弦等) |
ApplyIterativeSmoothingToMesh |
TargetMesh, Selection, Options |
迭代平滑(拉普拉斯风格) |
ApplyDisplaceFromTextureMap |
TargetMesh, Texture, Selection, Options, UVLayer |
纹理位移 |
ApplyPerlinNoiseToMesh2 |
TargetMesh, Selection, Options |
Perlin 噪声位移 |
ApplyDisplaceFromPerVertexVectors |
TargetMesh, Selection, VectorList, Magnitude |
按顶点向量位移 |
变换函数
| 函数 | 关键参数 | 说明 |
|---|---|---|
TransformMesh |
TargetMesh, Transform, bFixOrientationForNegativeScale |
应用完整变换 |
InverseTransformMesh |
TargetMesh, Transform, bFixOrientationForNegativeScale |
应用逆变换 |
TranslateMesh |
TargetMesh, Translation(FVector) |
平移 |
RotateMesh |
TargetMesh, Rotation(FRotator), RotationOrigin(FVector) |
旋转 |
ScaleMesh |
TargetMesh, Scale(FVector), ScaleOrigin, bFixOrientationForNegativeScale |
缩放 |
TransformMeshSelection |
TargetMesh, Selection, Transform |
变换选中区域 |
TranslateMeshSelection |
TargetMesh, Selection, Translation |
平移选中区域 |
RotateMeshSelection |
TargetMesh, Selection, Rotation, RotationOrigin |
旋转选中区域 |
ScaleMeshSelection |
TargetMesh, Selection, Scale, ScaleOrigin |
缩放选中区域 |
TranslatePivotToLocation |
TargetMesh, PivotLocation |
移动枢轴点(等效于平移 mesh 到 -PivotLocation) |
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 · 140 lines · 50 tokens per session scan A e131ccff93cc
unreal-modeling-deform is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 12d ago), licensed MIT. It adds 50 tokens to every session and 1,990 once invoked, about $0.0003 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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