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-uvgit 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-uv)<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-modeling-uv"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-uv/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-uv"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-modeling-uv.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 | $0.00034 | $0.02406 |
| Opus 5 | $0.00017 | $0.01203 |
| Sonnet 5 | $0.00007 | $0.00481 |
| Haiku 4.5 | $0.00003 | $0.00241 |
Grade A, and why
unreal-modeling-uv 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 — 180 lines — stays where its author put it; the contents beside it link to each section on GitHub.
建模 — UV
前置条件:先阅读 unreal-modeling。
库
CDO:/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshUVFunctions
TargetMesh 为 UDynamicMesh* 路径字符串。UVSetIndex(别名 UVChannel)为 int,通常 0。Debug 省略。需要 FGeometryScriptMeshSelection 的函数,用 MeshOperationLibrary 桥接(见 unreal-modeling)。
主要函数
UV 通道管理
| 函数 | 关键参数 | 说明 |
|---|---|---|
SetNumUVSets |
TargetMesh, NumUVSets |
设置 UV 通道数量 |
ClearUVChannel |
TargetMesh, UVChannel |
清空指定 UV 通道 |
CopyUVSet |
TargetMesh, FromUVSet, ToUVSet |
复制 UV 通道 |
UV 自动生成
| 函数 | 关键参数 | 说明 |
|---|---|---|
AutoGenerateXAtlasMeshUVs |
TargetMesh, UVSetIndex, Options |
XAtlas 自动展开(推荐通用方案) |
AutoGeneratePatchBuilderMeshUVs |
TargetMesh, UVSetIndex, Options |
PatchBuilder 自动展开(更多控制) |
RecomputeMeshUVs |
TargetMesh, UVSetIndex, Options, Selection |
基于已有岛或 Polygroup 重新计算 UV |
UV 投影
| 函数 | 关键参数 | 说明 |
|---|---|---|
SetMeshUVsFromPlanarProjection |
TargetMesh, UVSetIndex, PlaneTransform, Selection |
平面投影。PlaneTransform 的 Scale 定义映射到 1 UV 的世界尺寸 |
SetMeshUVsFromBoxProjection |
TargetMesh, UVSetIndex, BoxTransform, Selection, MinIslandTriCount |
盒体投影 |
SetMeshUVsFromCylinderProjection |
TargetMesh, UVSetIndex, CylinderTransform, Selection, SplitAngle |
圆柱投影 |
UV 布局与打包
| 函数 | 关键参数 | 说明 |
|---|---|---|
RepackMeshUVs |
TargetMesh, UVSetIndex, RepackOptions |
重新打包 UV 岛 |
LayoutMeshUVs |
TargetMesh, UVSetIndex, LayoutOptions, Selection |
布局 UV(支持多种模式) |
ApplyTexelDensityUVScaling |
TargetMesh, UVSetIndex, Options, Selection |
按纹素密度缩放 UV |
UV 变换
| 函数 | 关键参数 | 说明 |
|---|---|---|
TranslateMeshUVs |
TargetMesh, UVSetIndex, Translation, Selection |
平移 UV |
ScaleMeshUVs |
TargetMesh, UVSetIndex, Scale, ScaleOrigin, Selection |
缩放 UV |
RotateMeshUVs |
TargetMesh, UVSetIndex, RotationAngle, RotationOrigin, Selection |
旋转 UV(角度制) |
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 · 180 lines · 34 tokens per session scan A 1421a8897d66
unreal-modeling-uv is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 12d ago), licensed MIT. It adds 34 tokens to every session and 2,406 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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