unreal-modeling-normals

unreal-modeling-normals is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 45 tokens per session (1,535 once invoked), scanned A, original, MIT.

A reference for calculating, repairing, reading, and reversing mesh normals in Unreal Engine's Geometry Scripting system. Normals describe which direction each polygon surface faces and affect how a model is shaded.

In plain words
What is it for?
Use it to recompute normals, repair or flip them, apply smooth or flat shading, or change normals only on selected mesh regions.
Why use it?
It helps fix incorrect lighting, inconsistent surface directions, and unwanted hard or smooth edges on 3D meshes.

Skill for Claude CodeCodex

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

Good fit Use it to recompute normals, repair or flip them, apply smooth or flat shading, or change normals only on selected mesh regions.

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

agentmods badge for unreal-modeling-normals

README.md
[![agentmods](https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-normals/github.svg)](https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling-normals)
Your own site
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling-normals"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-normals/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.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling-normals"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-normals.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 45 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,535 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 $0.00045 $0.01535
Opus 5 $0.00023 $0.00767
Sonnet 5 $0.00009 $0.00307
Haiku 4.5 $0.00005 $0.00153

Measured 11d ago against content hash 14e62a64ef3e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

unreal-modeling-normals 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 11d 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-normals/SKILL.md · 112 lines

How it starts

The opening of the file, as written. The whole thing — 112 lines — stays where its author put it; the contents beside it link to each section on GitHub.

建模 — 法线与切线

前置条件:先阅读 unreal-modeling

CDO:/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshNormalsFunctions

TargetMeshUDynamicMesh* 路径字符串。Debug 省略。需要 FGeometryScriptMeshSelection 的函数,用 MeshOperationLibrary 桥接。需要 FGeometryScriptVectorList 的函数,用 MakeVectorList/GetVectorListArray 桥接。

主要函数

法线计算

函数 关键参数 说明
SetPerVertexNormals TargetMesh 平滑法线(无硬边)
SetPerFaceNormals TargetMesh 面法线(每条边都是硬边)
RecomputeNormals TargetMesh, CalculateOptions, bDeferChangeNotifications 保留已有分裂,重新计算法线
RecomputeNormalsForMeshSelection TargetMesh, Selection, CalculateOptions 对选中区域重算法线
ComputeSplitNormals TargetMesh, SplitOptions, CalculateOptions 按角度/Polygroup 重建分裂后重算法线
AutoRepairNormals TargetMesh 修复不一致的法线方向(闭合 mesh 效果最佳)

法线翻转

函数 关键参数 说明
FlipNormals TargetMesh 翻转全部法线并反转三角形绕序
FlipTriangleSelectionNormals TargetMesh, Selection, bFlipTriangleOrientation, bFlipNormalDirection 翻转选中区域法线

法线读写

函数 关键参数 说明
SetMeshTriangleNormals TargetMesh, TriangleID, Normals(FGeometryScriptTriangle) 设置单个三角形三个角的法线。out:bIsValidTriangle
SetMeshPerVertexNormals TargetMesh, VertexNormalList 批量设置每顶点法线(列表大小 = MaxVertexID)
GetMeshPerVertexNormals TargetMesh, bAverageSplitVertexValues out:NormalListbIsValidNormalSetbHasVertexIDGaps
UpdateVertexNormal TargetMesh, VertexID, bUpdateNormal, NewNormal, bUpdateTangents, NewTangentX, NewTangentY 更新单个顶点的法线和/或切线
SetSplitNormalsAlongSelectedEdges TargetMesh, Selection, bSplit, bRecalculateNormals, CalculateOptions 沿选中边分裂/合并法线

切线

函数 关键参数 说明
ComputeTangents TargetMesh, Options 计算切线(需要有效法线 + UV)
SetMeshPerVertexTangents TargetMesh, TangentXList, TangentYList 批量设置切线
GetMeshPerVertexTangents TargetMesh, bAverageSplitVertexValues out:TangentXListTangentYList
GetMeshHasTangents TargetMesh out:bHasTangents
DiscardTangents TargetMesh 移除切线层

Read the full file on GitHub · 112 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. 11d ago First seen · 112 lines · 45 tokens per session scan A 14e62a64ef3e

Subscribe to this mod's changes

unreal-modeling-normals is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 13d ago), licensed MIT. It adds 45 tokens to every session and 1,535 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.