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-meshopsgit 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-meshops)<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling-meshops"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-meshops/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-meshops"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-meshops.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 | $0.00048 | $0.02757 |
| Opus 5 | $0.00024 | $0.01378 |
| Sonnet 5 | $0.00010 | $0.00551 |
| Haiku 4.5 | $0.00005 | $0.00276 |
Grade A, and why
unreal-modeling-meshops 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 — 167 lines — stays where its author put it; the contents beside it link to each section on GitHub.
建模 — 网格操作
前置条件:先阅读 unreal-modeling。
库
| 库 | CDO |
|---|---|
| 修复 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshRepairFunctions |
| 简化 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshSimplifyFunctions |
| Remesh | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_RemeshingFunctions |
| 布尔 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshBooleanFunctions |
| 体素 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshVoxelFunctions |
| 分解 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshDecompositionFunctions |
| 基础编辑 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshBasicEditFunctions |
| 细分 | /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshSubdivideFunctions |
| OpenSubdiv | /Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_OpenSubdivFunctions |
修复函数
| 函数 | 关键参数 | 说明 |
|---|---|---|
CompactMesh |
TargetMesh |
压缩顶点/三角形 ID 空间,移除间隙 |
RemoveUnusedVertices |
TargetMesh |
删除未被三角形引用的顶点 |
WeldMeshEdges |
TargetMesh, WeldOptions |
焊接开放边界(修复裂缝) |
ResolveMeshTJunctions |
TargetMesh, ResolveOptions |
解决 T 形交叉 |
SnapMeshOpenBoundaries |
TargetMesh, SnapOptions |
吸附开放边界到最近的兼容边界 |
FillAllMeshHoles |
TargetMesh, FillOptions |
填充所有孔洞。out:NumFilledHoles、NumFailedHoleFills |
RemoveSmallComponents |
TargetMesh, Options |
删除体积/面积/三角形数低于阈值的孤立组件 |
RemoveHiddenTriangles |
TargetMesh, Options |
删除从外部不可见的三角形 |
SplitMeshBowties |
TargetMesh, bMeshBowties, bAttributeBowties |
拆分蝴蝶结拓扑 |
RepairMeshDegenerateGeometry |
TargetMesh, Options |
删除退化三角形(面积/边长过小) |
修复结构体
FGeometryScriptWeldEdgesOptions:Tolerance(float, 1e-6)、bOnlyUniquePairs(bool, true)
FGeometryScriptFillHolesOptions:FillMethod(枚举)、bDeleteIsolatedTriangles(bool, true)
EGeometryScriptFillHolesMethod:Automatic、MinimalFill、PolygonTriangulation、TriangleFan、PlanarProjection
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 · 167 lines · 48 tokens per session scan A 04b531f04975
unreal-modeling-meshops is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 12d ago), licensed MIT. It adds 48 tokens to every session and 2,757 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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