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-selectiongit 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-selection)<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.
<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>- 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 | $0.00052 | $0.01422 |
| Opus 5 | $0.00026 | $0.00711 |
| Sonnet 5 | $0.00010 | $0.00284 |
| Haiku 4.5 | $0.00005 | $0.00142 |
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.
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:
- MeshOperationLibrary 桥接函数(推荐用于简单选择):
SelectAllTriangles、SelectTrianglesByIDs、SelectVerticesByIDs、SelectPolygroupByID、SelectMaterialByID——见unreal-modeling核心 Skill - GeometryScript 原生选择函数(本 Skill):
SelectMeshElementsInSphere、SelectMeshElementsByNormalAngle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)。
库
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
| 值 | 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:IndexList、SelectionType |
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 |
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 · 115 lines · 52 tokens per session scan A bd24411c348f
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.
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