unreal-modeling-selection

unreal-modeling-selection is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 52 tokens per session (1,422 once invoked), scanned A, original, MIT.

A reference for selecting parts of a 3D mesh in Unreal Engine, such as triangles, vertices, materials, or areas inside a sphere or box. Unreal Engine is software for building 3D applications and games.

In plain words
What is it for?
Use it to select mesh elements by IDs, shape, plane, surface direction, or other geometric conditions before applying operations such as UV editing, deformation, or simplification.
Why use it?
It explains which selection functions to use and notes that mesh selections cannot be created directly through Unreal's JSON interface.

Skill for Claude CodeCodex

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

Good fit Use it to select mesh elements by IDs, shape, plane, surface direction, or other geometric conditions before applying operations such as UV editing, deformation, or simplification.

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

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

agentmods 80×15 button for unreal-modeling-selection

Your own site · 80×15
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling-selection"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-selection.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,422 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 $0.00052 $0.01422
Opus 5 $0.00026 $0.00711
Sonnet 5 $0.00010 $0.00284
Haiku 4.5 $0.00005 $0.00142

Measured 9d ago against content hash bd24411c348f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unreal-modeling-selection 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-selection/SKILL.md · 115 lines

How it starts

The opening of the file, as written. The whole thing — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.

建模 — 选择

前置条件:先阅读 unreal-modeling

重要说明

FGeometryScriptMeshSelection 内部使用不可序列化的 TSharedPtr<FGeometrySelection> 存储数据,无法通过 UCP JSON 直接创建或传递选择内容

创建选择的两种方式

  1. MeshOperationLibrary 桥接函数(推荐用于简单选择):SelectAllTrianglesSelectTrianglesByIDsSelectVerticesByIDsSelectPolygroupByIDSelectMaterialByID——见 unreal-modeling 核心 Skill
  2. GeometryScript 原生选择函数(本 Skill):SelectMeshElementsInSphereSelectMeshElementsByNormalAngle 等——适用于基于几何条件的复杂选择

创建后的 Selection 可作为参数传给其他 GeometryScript 函数(UV、变形、简化等)。

CDO:/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshSelectionFunctions

创建选择

函数 关键参数 说明
CreateSelectAllMeshSelection TargetMesh 选择全部。out:Selection
SelectMeshElementsInSphere TargetMesh, SphereOrigin, SphereRadius, SelectionType, MinNumTrianglePoints 球形范围选择。out:Selection
SelectMeshElementsInBox TargetMesh, BoxTransform, BoxDimensions, SelectionType, MinNumTrianglePoints 盒体范围选择
SelectMeshElementsWithPlane TargetMesh, PlaneOrigin, PlaneNormal, SelectionType, MinNumTrianglePoints 平面一侧选择
SelectMeshElementsByNormalAngle TargetMesh, Normal, MaxAngleDeg, SelectionType, MinNumTrianglePoints 按法线角度选择
SelectMeshElementsByMaterialID TargetMesh, MaterialID 按材质 ID 选择

EGeometryScriptMeshSelectionType

说明
Vertices 选择顶点
Edges 选择边
Triangles 选择三角形
Polygroups 选择 Polygroup

MinNumTrianglePoints 参数

控制三角形被选中的条件:1 = 任意顶点在范围内即选中,2 = 至少两个顶点,3 = 全部顶点都在范围内。

转换选择

函数 关键参数 说明
ConvertMeshSelection TargetMesh, FromSelection, NewType 在顶点/三角形/Polygroup 间转换。out:ToSelection
ConvertMeshSelectionToIndexList TargetMesh, Selection 转换为索引列表。out:IndexListSelectionType
ConvertIndexListToMeshSelection TargetMesh, IndexList, SelectionType 从索引列表创建选择。out:Selection
ConvertIndexArrayToMeshSelection TargetMesh, IndexArray, SelectionType 从 int 数组创建选择

Read the full file on GitHub · 115 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 · 115 lines · 52 tokens per session scan A bd24411c348f

Subscribe to this mod's changes

unreal-modeling-selection is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 11d ago), licensed MIT. It adds 52 tokens to every session and 1,422 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.