unreal-widget-editing

unreal-widget-editing is a skill for Claude Code, Codex from Italink/UnrealClientProtocol. It costs 52 tokens per session (1,839 once invoked), scanned A, original, MIT.

A text-based editor for UMG Widget Blueprints, which define user-interface layouts in Unreal Engine.

In plain words
What is it for?
Adding, removing, rearranging, or changing the properties of interface widgets in an Unreal Engine Widget Blueprint.
Why use it?
It lets you change a widget layout through a readable hierarchy instead of arranging every element manually in the visual editor.

Skill for Claude CodeCodex

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

Good fit Adding, removing, rearranging, or changing the properties of interface widgets in an Unreal Engine Widget Blueprint.

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

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for unreal-widget-editing

README.md
[![agentmods](https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-widget-editing/github.svg)](https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-widget-editing)
Your own site
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-widget-editing"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-widget-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.

agentmods 80×15 button for unreal-widget-editing

Your own site · 80×15
<a href="https://agentmods.dev/skills/italink/unrealclientprotocol/unreal-widget-editing"><img src="https://agentmods.dev/badge/skills/italink/unrealclientprotocol/unreal-widget-editing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,839 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 $0.00052 $0.01839
Opus 5 $0.00026 $0.00920
Sonnet 5 $0.00010 $0.00368
Haiku 4.5 $0.00005 $0.00184

Measured 10d ago against content hash ff08c305b6b3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unreal-widget-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 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-widget-editing/SKILL.md · 137 lines

How it starts

The opening of the file, as written. The whole thing — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Widget Editing

Edit UMG Widget Blueprint UI layouts via a text-based tree representation. The widget tree (visual hierarchy) uses the [WidgetTree] section. For editing the event graph and functions of a Widget Blueprint, use the unreal-blueprint-editing skill — Widget Blueprints are Blueprints, so EventGraph/Function/Variables sections work identically.

Prerequisite: UE editor running with UCP plugin enabled.

API

CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary

Function Params Description
Outline AssetPath Returns all sections: [WidgetTree], [Variables], [EventGraph], [Function:Name], etc.
ReadGraph AssetPath, Section Returns text. Use "WidgetTree" for the UI layout.
WriteGraph AssetPath, Section, GraphText Overwrite the widget tree.

Section Types for Widget Blueprints

A Widget Blueprint's Outline returns both widget tree and graph sections:

Section Handler Description
WidgetTree WidgetTreeSectionHandler UI widget hierarchy
Variables BlueprintSectionHandler Blueprint variables
EventGraph BlueprintSectionHandler Event graph logic
Function:<Name> BlueprintSectionHandler Blueprint functions

WidgetTree Text Format

The widget tree uses indentation-based text format where depth represents parent-child relationships:

[WidgetTree]
CanvasPanel_0: {"Type":"CanvasPanel"}
  Image_BG: {"Type":"Image", "Slot":{"Anchors":"(Minimum=(X=0,Y=0),Maximum=(X=1,Y=1))", "Offsets":"(Left=0,Top=0,Right=0,Bottom=0)"}}
  VerticalBox_Main: {"Type":"VerticalBox", "Slot":{"Anchors":"(Minimum=(X=0.5,Y=0.5),Maximum=(X=0.5,Y=0.5))"}}
    TextBlock_Title: {"Type":"TextBlock", "Text":"Hello World", "Slot":{"HorizontalAlignment":"HAlign_Center"}}
    Button_Submit: {"Type":"Button", "Slot":{"Padding":"(Left=0,Top=10,Right=0,Bottom=0)"}, "bIsVariable":true}
      TextBlock_BtnLabel: {"Type":"TextBlock", "Text":"Submit"}

Read the full file on GitHub · 137 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 · 137 lines · 52 tokens per session scan A ff08c305b6b3

Subscribe to this mod's changes

unreal-widget-editing is a skill published in the GitHub repository Italink/UnrealClientProtocol (125 stars, last pushed 12d ago), licensed MIT. It adds 52 tokens to every session and 1,839 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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