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-object-operationgit 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-object-operation)<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-object-operation"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-object-operation/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-object-operation"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-object-operation.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 | $0.00061 | $0.01719 |
| Opus 5 | $0.00030 | $0.00860 |
| Sonnet 5 | $0.00012 | $0.00344 |
| Haiku 4.5 | $0.00006 | $0.00172 |
Grade A, and why
unreal-object-operation 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 — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Object Operations
Operate on UObjects through UCP's call command. This skill covers two function libraries: one available at runtime and one editor-only.
Prerequisite: The unreal-client-protocol skill must be available and the UE editor must be running with the UCP plugin enabled.
Runtime
UObjectOperationLibrary
CDO Path: /Script/UnrealClientProtocol.Default__ObjectOperationLibrary
| Function | Params | Description |
|---|---|---|
GetObjectProperty |
ObjectPath, PropertyName |
Read a UPROPERTY, returns JSON with property value |
SetObjectProperty |
ObjectPath, PropertyName, JsonValue |
Write a UPROPERTY (supports Undo in editor). JsonValue is a JSON string. |
DescribeObject |
ObjectPath |
Returns class info, all properties (with current values), and all functions |
DescribeObjectProperty |
ObjectPath, PropertyName |
Returns detailed property metadata and current value |
DescribeObjectFunction |
ObjectPath, FunctionName |
Returns full function signature with parameter types |
FindObjectInstances |
ClassName, Limit (default 100) |
Find UObject instances by class path |
FindDerivedClasses |
ClassName, bRecursive (default true), Limit (default 500) |
Find all subclasses of a class |
ListComponents |
ObjectPath |
List all components attached to an actor |
FindObjectsByOuter |
OuterPath, ClassName (default ""), Limit (default 100) |
Find objects owned by a given outer object |
Examples
Read a property:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"GetObjectProperty","params":{"ObjectPath":"/Game/Maps/Main.Main:PersistentLevel.StaticMeshActor_0.StaticMeshComponent0","PropertyName":"RelativeLocation"}}
Write a property:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"SetObjectProperty","params":{"ObjectPath":"/Game/Maps/Main.Main:PersistentLevel.StaticMeshActor_0.StaticMeshComponent0","PropertyName":"RelativeLocation","JsonValue":"{\"X\":100,\"Y\":200,\"Z\":0}"}}
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 · 146 lines · 61 tokens per session scan A 491f442c96f5
unreal-object-operation is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 11d ago), licensed MIT. It adds 61 tokens to every session and 1,719 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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