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-widget-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-widget-editing)<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.
<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>- 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 | $0.00052 | $0.01839 |
| Opus 5 | $0.00026 | $0.00920 |
| Sonnet 5 | $0.00010 | $0.00368 |
| Haiku 4.5 | $0.00005 | $0.00184 |
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.
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"}
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 · 137 lines · 52 tokens per session scan A ff08c305b6b3
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.
Other skills, from other repositories
e2e-testing
AI-powered E2E testing for any app — Flutter, React Native, iOS, Android, Electron, Tauri, KMP, .NET MAUI. Connects via MCP to running apps so the agent can take screenshots, tap elements, enter text, scroll, inspect UI trees, and verify state with natural language. Use when the user wants to test an app's UI…
flutter-skill
Automate and test Flutter applications — launch apps, inspect widgets, tap elements, enter text, scroll, swipe, take screenshots, validate state, and debug via Dart VM Service Protocol. Use when the user wants to run Flutter app tests, automate Flutter UI interactions, inspect widget trees, debug a running Flutter…
axe-core Accessibility Automation
Automated accessibility testing with axe-core integrated into CI pipelines, including custom rule configuration, issue prioritization, and remediation guidance.
react-router-client-loader
Do this in a clientLoader and use loaderData to render the component. DO NOT create mock data, new interfaces, or mock data loader functions. Instead, assume loaderData has all of the data you need to render the component.
multi-select-reorder
Use when the user wants an interactive ad hoc web page for choosing multiple options and reordering them before submitting.
cursor-jr-knowledge-base
A guide for creating custom ACF Composer blocks in a Sage/Acorn WordPress theme. A block is an editable content section that can be placed in the WordPress editor.