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-ui-umg-slategit 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-ui-umg-slate)<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-ui-umg-slate"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-ui-umg-slate/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-ui-umg-slate"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-ui-umg-slate.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 | $0.00057 | $0.01068 |
| Opus 5 | $0.00028 | $0.00534 |
| Sonnet 5 | $0.00011 | $0.00214 |
| Haiku 4.5 | $0.00006 | $0.00107 |
Grade A, and why
ue5-ui-umg-slate 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 13d 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-ui-umg-slate — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 104 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Quick Start
- Identify whether feature belongs to UMG, Slate, or hybrid bridge.
- Define data source component/subsystem and UI binding point.
- Output widget tree intent and runtime binding sequence.
UE5.7 API Anchors
- UMG lifecycle and viewport anchors:
UUserWidget::NativeConstruct(),UUserWidget::NativeDestruct()UUserWidget::AddToViewport(...)UWidget::RemoveFromParent()UWidget::SetVisibility(...)UWidget::SetKeyboardFocus()
- UMG input mode anchors:
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(...)UWidgetBlueprintLibrary::SetInputMode_GameAndUIEx(...)UWidgetBlueprintLibrary::SetInputMode_GameOnly(...)
- UMG/Slate bridge anchors:
UWidget::TakeWidget()for Slate bridge hand-offSCompoundWidget,SLATE_BEGIN_ARGS(...)FSlateApplication::SetKeyboardFocus(...),SetUserFocus(...)
- Viewport geometry anchor:
UGameViewportClient::GetViewportSize(...)
UI Stage Contract
- Every UI task must define:
- UI layer ownership (UMG-only, Slate-only, or hybrid bridge)
- data source and update trigger (pull, push, event, or mixed)
- focus and input ownership transition
- viewport-safe placement behavior for tooltip/popup
- teardown/cleanup path for unbinds and widget removal
- If any item is missing, the UI implementation is incomplete.
Workflow
1) UI Architecture Decision
- Select UMG for standard game HUD/menu work.
- Select Slate for custom rendering/input behavior that UMG cannot express cleanly.
- Select hybrid when a
UWidgethost needs to embed custom Slate content.
2) Construct and Lifetime
- Initialize widget bindings in construct/init path.
- Register event listeners once and store handles when required.
- Define destruct/unregister logic explicitly to avoid stale bindings.
3) Data Binding and Refresh
- Bind runtime data from one authoritative source (subsystem/component/view model).
- Use event-driven refresh for high-frequency data where possible.
- Keep display widgets read-only for gameplay state mutation.
What ships with it
4 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.
- 13d ago First seen · 104 lines · 57 tokens per session scan A cc46cecc05f1
ue5-ui-umg-slate is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 57 tokens to every session and 1,068 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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