ue5-world-interaction

ue5-world-interaction is a skill for Claude Code, Codex from IvanYangYangXi/artclaw_bridge. It costs 62 tokens per session (1,158 once invoked), scanned A, original, MIT.

A set of patterns for making interactive objects in Unreal Engine 5.6 and 5.7, such as pickups and objects that appear in the world. It covers detecting nearby players or aimed-at objects, checking whether interaction is allowed, showing feedback, and managing what happens afterward.

In plain words
What is it for?
Use it to build pickups, object spawners, overlap or line-of-sight checks, interaction ranges, success and failure feedback, and rules for hiding, disabling, or removing actors.
Why use it?
It provides a clear structure for deciding how interaction is detected, validated, reported, and completed. This helps avoid inconsistent pickup behavior and unclear object state, including in multiplayer games.

Skill for Claude CodeCodex

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

Good fit Use it to build pickups, object spawners, overlap or line-of-sight checks, interaction ranges, success and failure feedback, and rules for hiding, disabling, or removing actors.

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Install with agentmods
npx agentmods add skills/ivanyangyangxi/artclaw_bridge/ue5-world-interaction
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-world-interaction
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-world-interaction

README.md
[![agentmods](https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-world-interaction/github.svg)](https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-world-interaction)
Your own site
<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-world-interaction"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-world-interaction/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-world-interaction

Your own site · 80×15
<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-world-interaction"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-world-interaction.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,158 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 $0.00062 $0.01158
Opus 5 $0.00031 $0.00579
Sonnet 5 $0.00012 $0.00232
Haiku 4.5 $0.00006 $0.00116

Measured 11d ago against content hash 53c9a3ba7189, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue5-world-interaction 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 11d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/marketplace/unreal/ue5-world-interaction/SKILL.md · 114 lines

How it starts

The opening of the file, as written. The whole thing — 114 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Quick Start

  • Define interaction model: overlap-driven, trace-driven, or explicit use key.
  • Define actor set: pickup actor, optional spawner, optional visual mapping data asset.
  • Output runtime state transitions from spawn to interaction resolution.

UE5.7 API Anchors

  • Detection anchors:
    • USphereComponent, UBoxComponent
    • UPrimitiveComponent::OnComponentBeginOverlap
    • UPrimitiveComponent::OnComponentEndOverlap
    • FHitResult
  • Trace anchors:
    • UWorld::LineTraceSingleByChannel(...)
    • UWorld::SweepSingleByChannel(...)
    • UKismetSystemLibrary::SphereTraceSingle(...)
  • Lifecycle anchors:
    • AActor::SetActorHiddenInGame(...)
    • AActor::SetActorEnableCollision(...)
    • AActor::Destroy(...)
    • AActor::SetActorTickEnabled(...)
  • Networking anchors:
    • server authority validation for interaction success
    • replicated result state for client feedback

Interaction Stage Contract

  • Every interaction feature must define:
    • Detection source (overlap/trace/use-key)
    • Eligibility checks (distance, tags, inventory/capacity, authority)
    • Success and failure result payloads
    • Feedback path (VFX/SFX/UI)
    • Post-interaction lifecycle policy (destroy/disable/cooldown/respawn)
  • If any item is missing, interaction behavior is underspecified.

Workflow

1) Actor and Component Setup

  • Build root + collision + visual components with explicit collision channels.
  • Define default states (active, cooldown, consumed) and replication needs.
  • Keep collision shape and bounds aligned with intended interaction distance.

2) Detection Path

  • Overlap model: bind begin/end overlap delegates on collision component.
  • Trace model: run line/sphere traces on input request and validate hit actor/component.
  • Keep detection deterministic by explicit channels/profiles.

3) Eligibility and Authority

  • Validate target state, range, actor validity, and gameplay conditions.
  • In multiplayer, validate success on server before mutating shared state.
  • Return structured failure reason on rejection.

Read the full file on GitHub · 114 lines

Files

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.

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. 11d ago First seen · 114 lines · 62 tokens per session scan A 53c9a3ba7189

Subscribe to this mod's changes

ue5-world-interaction is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 62 tokens to every session and 1,158 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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