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-niagara-editinggit 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-niagara-editing)<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-niagara-editing"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-niagara-editing/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-niagara-editing"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-niagara-editing.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 | $0.00055 | $0.02975 |
| Opus 5 | $0.00028 | $0.01488 |
| Sonnet 5 | $0.00011 | $0.00595 |
| Haiku 4.5 | $0.00006 | $0.00298 |
Grade A, and why
unreal-niagara-editing 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.
How it starts
The opening of the file, as written. The whole thing — 218 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Niagara Editing
Niagara editing uses three complementary paths: NiagaraOperationLibrary for structural operations, NodeCode for graph/property reading and writing, and ObjectOperationLibrary for detailed UObject property access.
Prerequisite: UE editor running with UCP plugin enabled.
API Overview
NiagaraOperationLibrary (structural operations)
CDO: /Script/UnrealClientProtocolEditor.Default__NiagaraOperationLibrary
UObject path parameters (System, Emitter, Script, etc.) are auto-resolved by UCP — pass the object path as a string and UCP converts it to the UObject pointer.
| Function | Params | Description |
|---|---|---|
AddEmitter |
System(path), SourceEmitter(path), Name |
Add emitter to system |
RemoveEmitter |
System(path), EmitterName |
Remove emitter from system |
ReorderEmitter |
System(path), EmitterName, NewIndex |
Reorder emitter |
AddUserParameter |
System(path), ParamName, TypeName, DefaultValue |
Add User parameter |
RemoveUserParameter |
System(path), ParamName |
Remove User parameter |
AddModule |
SystemOrEmitter(path), ScriptUsage, ModuleScript(path), Index |
Add module to stack |
RemoveModule |
SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid |
Remove module |
MoveModule |
SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, NewIndex |
Reorder module |
SetModuleEnabled |
SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, bEnabled |
Enable/disable module |
GetModules |
SystemOrEmitter(path), ScriptUsage |
List modules with name/guid/enabled/scriptPath |
SetModuleInputValue |
SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, InputName, Value |
Set input to literal (Rapid Iteration) |
SetModuleInputBinding |
SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, InputName, LinkedParamName |
Bind input to parameter |
SetModuleInputDynamicInput |
SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, InputName, DynamicInputScript(path) |
Set dynamic input |
ResetModuleInput |
SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, InputName |
Reset to default |
GetModuleInputs |
SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid |
List inputs with name/type/mode/value |
AddRenderer |
Emitter(path), RendererClassName |
Add renderer |
RemoveRenderer |
Emitter(path), RendererIndex |
Remove renderer |
MoveRenderer |
Emitter(path), RendererIndex, NewIndex |
Reorder renderer |
AddEventHandler |
Emitter(path) |
Add event handler |
RemoveEventHandler |
Emitter(path), UsageIdString |
Remove event handler |
AddSimulationStage |
Emitter(path) |
Add simulation stage |
RemoveSimulationStage |
Emitter(path), StageIdString |
Remove simulation stage |
MoveSimulationStage |
Emitter(path), StageIdString, NewIndex |
Reorder simulation stage |
AddGraphParameter |
Script(path), ParamName, TypeName |
Add parameter to script graph |
RemoveGraphParameter |
Script(path), ParamName |
Remove parameter |
RenameGraphParameter |
Script(path), OldName, NewName |
Rename parameter |
CreateScratchPadScript |
SystemOrEmitter(path), ScriptName, Usage, ModuleUsageBitmask |
Create a ScratchPad (Local Module) script |
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.
- 11d ago First seen · 218 lines · 55 tokens per session scan A e1843737fb9e
unreal-niagara-editing is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 13d ago), licensed MIT. It adds 55 tokens to every session and 2,975 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.
Other skills, from other repositories
roblox-lighting
Use for Roblox lighting, atmosphere, day/night, or post-processing effects.
roblox-audio
Use when implementing Roblox audio playback, spatial sound, music, sound effects, SoundGroups, or dynamic audio effects.
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
screenshot-isolated
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…
screenshot-camera
Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.