unreal-nodecode-common

unreal-nodecode-common is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 56 tokens per session (909 once invoked), scanned A, original, MIT.

A reference guide for editing node graphs in Unreal Engine, including Materials, Blueprints, Niagara scripts, and Widget trees. Node graphs are visual networks of connected operations; this guide describes their shared text format and editing rules.

In plain words
What is it for?
Use it as background when working with one of the domain-specific Unreal graph-editing skills. It covers listing graph sections, reading graph text, writing changes, and representing existing or newly created nodes.
Why use it?
It explains the common rules needed to read and change these graphs as text, including how nodes are identified and connected. It is not intended to perform a specific type of graph edit by itself.

Skill for Claude CodeCodex

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

Good fit Use it as background when working with one of the domain-specific Unreal graph-editing skills. It covers listing graph sections, reading graph text, writing changes, and representing existing or newly created nodes.

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Install with agentmods
npx agentmods add skills/italink/unrealclientprotocol/unreal-nodecode-common
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-nodecode-common
Clone the repo
git clone --depth 1 https://github.com/Italink/UnrealClientProtocol

Made for: Claude Code, Codex.

Wrote this? Show the measurements

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README.md
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Per session 56 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 909 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 $0.00056 $0.00909
Opus 5 $0.00028 $0.00454
Sonnet 5 $0.00011 $0.00182
Haiku 4.5 $0.00006 $0.00091

Measured 10d ago against content hash 856bb0138989, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

unreal-nodecode-common 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.

Skills/unreal-nodecode-common/SKILL.md · 68 lines

How it starts

The opening of the file, as written. The whole thing — 68 lines — stays where its author put it; the contents beside it link to each section on GitHub.

NodeCode Common Rules

NodeCode is the unified text-based representation used by UCP to read/write node graphs across Materials, Blueprints, Niagara scripts, and Widget trees. All domain-specific editing skills share the same underlying diff/apply engine. This document describes the common behaviors that apply to all of them.

API

CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary

Function Params Description
Outline AssetPath List available sections for an asset
ReadGraph AssetPath, Section Read a section's text representation. Empty Section = all.
WriteGraph AssetPath, Section, GraphText Write a section. Triggers recompile/refresh as appropriate.

Node ID Format

  • Existing nodes: N_<base62> — 22-character Base62-encoded GUID. ReadGraph always outputs this form.
  • New nodes: N_new<int> — temporary ID for nodes you are creating (e.g. N_new0, N_new1). The system assigns a real GUID after WriteGraph.

Connection Syntax (Graph Sections)

Connections are declared on the source (output) node, indented with >:

  > OutputPin -> N_<target>.InputPin    # named output to named input
  > OutputPin -> [GraphOutput]          # output to graph-level output
  > -> N_<target>.InputPin              # single-output node (omit pin name)
  > -> N_<target>                       # single-output to single-input

Domain-specific pin names and graph outputs vary — see each editing skill for details.

Key Rules

  1. Preserve node IDs — existing nodes use N_<base62> IDs that encode their GUID. Always keep them unchanged when writing back. Use N_new<int> only for genuinely new nodes.
  2. ReadGraph before WriteGraph — always read first to understand the current state.
  3. Undo support — all WriteGraph operations are wrapped in transactions and support Ctrl+Z.
  4. Incremental diff — WriteGraph only modifies nodes/connections/properties that actually changed. Unchanged parts are left intact.
  5. Properties are additive, not resetting — WriteGraph only modifies properties that appear in {...}. Omitting a property does not reset it to its default value; the existing value is preserved. To change a property back to default, you must write it explicitly (e.g. {Period:1.000000} to reset Period). This is critical when correcting previously set non-default values.
  6. Verify all node IDs before writing — every N_<id> referenced in > -> connection lines must be defined as a node in the same graph. Referencing an undefined ID silently drops that connection.

Read the full file on GitHub · 68 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. 10d ago First seen · 68 lines · 56 tokens per session scan A 856bb0138989

Subscribe to this mod's changes

unreal-nodecode-common is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 12d ago), licensed MIT. It adds 56 tokens to every session and 909 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.