ue5-debug-validation

ue5-debug-validation is a skill for Claude Code, Codex from IvanYangYangXi/artclaw_bridge. It costs 54 tokens per session (1,032 once invoked), scanned A, original, MIT.

A debugging and validation workflow for Unreal Engine 5.6 and 5.7. It investigates logs, assets, configuration, runtime behavior, and the smallest reproducible version of a problem.

In plain words
What is it for?
Use it to troubleshoot gameplay that does not work, inspect logs and asset references, classify faults in data, Blueprints, C++, networking, or editor settings, and validate concrete fixes.
Why use it?
It replaces trial-and-error fixes with a process that compares expected and observed behavior, ranks possible causes, and checks whether the fix prevents regressions.

Skill for Claude CodeCodex

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

Good fit Use it to troubleshoot gameplay that does not work, inspect logs and asset references, classify faults in data, Blueprints, C++, networking, or editor settings, and validate concrete fixes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ivanyangyangxi/artclaw_bridge/ue5-debug-validation
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 IvanYangYangXi/artclaw_bridge --skill ue5-debug-validation
Clone the repo
git clone --depth 1 https://github.com/IvanYangYangXi/artclaw_bridge

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 ue5-debug-validation

README.md
[![agentmods](https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-debug-validation/github.svg)](https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-debug-validation)
Your own site
<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.

agentmods 80×15 button for ue5-debug-validation

Your own site · 80×15
<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>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,032 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.
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 $0.00054 $0.01032
Opus 5 $0.00027 $0.00516
Sonnet 5 $0.00011 $0.00206
Haiku 4.5 $0.00005 $0.00103

Measured 9d ago against content hash f09e16439a09, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

The scan reads SKILL.md. This mod also ships 2 executable files (scripts/quick_asset_check.py, scripts/scan_output_log.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/marketplace/unreal/ue5-debug-validation/SKILL.md · 109 lines

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, IAssetRegistry
    • GetAssetsByPath(...)
    • 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.

Read the full file on GitHub · 109 lines

Files

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.

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. 9d ago First seen · 109 lines · 54 tokens per session scan A f09e16439a09

Subscribe to this mod's changes

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.

Related

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…

dcc-mcp/dcc-mcp-core · 84 tokens

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…

dcc-mcp/dcc-mcp-core · 83 tokens

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.

dcc-mcp/dcc-mcp-core · 35 tokens

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.

dcc-mcp/dcc-mcp-core · 74 tokens

game-level-layout

Game level layout review helpers for editor contexts.

dcc-mcp/dcc-mcp-core · 13 tokens

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.

dcc-mcp/dcc-mcp-unity · 53 tokens