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 IvanYangYangXi/artclaw_bridge --skill ue5-debug-validationgit clone --depth 1 https://github.com/IvanYangYangXi/artclaw_bridgeWrote 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/ivanyangyangxi/artclaw_bridge/ue5-debug-validation)<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-debug-validation"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-debug-validation/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/ivanyangyangxi/artclaw_bridge/ue5-debug-validation"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-debug-validation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00054 | $0.01032 |
| Opus 5 | $0.00027 | $0.00516 |
| Sonnet 5 | $0.00011 | $0.00206 |
| Haiku 4.5 | $0.00005 | $0.00103 |
Grade A, and why
ue5-debug-validation 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- ue5-debug-validation — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Quick Start
- Reproduce issue with minimal steps.
- Collect output log lines and relevant actor/asset state.
- Classify fault domain: data, Blueprint, C++, networking, or editor config.
UE5.7 API Anchors
- Core diagnostics anchors:
UE_LOG(...)ensure(...),ensureMsgf(...)check(...),checkf(...)
- Runtime debug output anchors:
UEngine::AddOnScreenDebugMessage(...)UKismetSystemLibrary::PrintString(...)
- Structured log review anchors:
FMessageLog::Info(...)FMessageLog::Warning(...)FMessageLog::Error(...)
- Asset/config verification anchors:
FAssetRegistryModule,IAssetRegistryGetAssetsByPath(...)GetDependencies(...),GetReferencers(...)
Debug Stage Contract
- Every debug task must define:
- reproducible scenario and expected vs observed behavior
- data capture set (logs, runtime state, asset/config snapshot)
- first bad transition candidate in the execution pipeline
- hypothesis list ranked by probability and verification cost
- fix validation and regression scope
- If any item is missing, diagnosis output is incomplete.
Workflow
1) Reproduce and Freeze Context
- Build a minimal deterministic repro with exact steps and preconditions.
- Capture map, actor setup, input sequence, and runtime mode.
- Define expected result and observed deviation.
2) Capture Signals
- Filter logs by relevant categories and timestamps around failure window.
- Add targeted debug markers (
UE_LOG, on-screen debug, or Blueprint print) if needed. - Capture relevant state snapshots at stage boundaries.
3) Validate Data and Assets
- Verify key assets/classes/config entries exist and resolve correctly.
- Check dependencies/referencers for missing or mismatched assets.
- Confirm runtime-loaded data matches expected environment.
4) Locate First Bad Transition
- Walk pipeline step-by-step and identify earliest divergence point.
- Separate root cause from downstream noise symptoms.
- Prioritize smallest fixable cause with highest confidence.
What ships with it
6 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 109 lines · 54 tokens per session scan A f09e16439a09
ue5-debug-validation is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 54 tokens to every session and 1,032 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
dcc-diagnostics
Infrastructure skill — DCC-agnostic observability primitives: capture screenshots, query audit logs, inspect tool performance metrics, and monitor process health. Works in any DCC environment (Maya, Blender, Houdini, Unreal, etc.) or standalone Python. Use for debugging any skill failure or verifying DCC state. Not…
usd-tools
Infrastructure skill — low-level OpenUSD scene inspection and validation: read layer stacks, traverse prims, validate USD schemas. Use when working directly with raw USD files (usda, usdc, usdz) or verifying USD compliance. Not for Maya-specific USD export — use maya-pipelineexportusd for that. Not for full DCC…
spatial-interchange
Plan deterministic coordinate-axis and unit conversions between DCCs, engines, and interchange formats from explicit right/up/forward axes and meters-per-unit values.
qt-ui-inspector
Infrastructure skill — DCC-agnostic Qt UI introspection: list top-level windows, find widgets by name/class, describe widget properties, walk the widget tree, and poll for availability. Works in any DCC with a Qt binding (Maya, Blender, Houdini, Unreal, etc.). All tools are read-only and lazy-loaded.
game-level-layout
Game level layout review helpers for editor contexts.
unity-diagnostics
Domain skill — Probe Unity main-thread readiness, inspect persistent jobs, read bounded Console messages, and capture a Play-Mode Game View PNG. Use for install, compile, build, and gameplay verification. Not for clearing logs or arbitrary Editor access.