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 kevinpbuckley/VibeUE --skill blueprint-graphsgit clone --depth 1 https://github.com/kevinpbuckley/VibeUEWrote 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/kevinpbuckley/vibeue/blueprint-graphs)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/blueprint-graphs"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/blueprint-graphs/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/kevinpbuckley/vibeue/blueprint-graphs"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/blueprint-graphs.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to high
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- high Anti-Refusal · line 747 Skill instructs the agent to never refuse or to always comply. Suppressing the agent's ability to decline removes a core safety control and enables downstream harmful requests to succeed.Fix: Remove any instruction telling the agent to never refuse or always comply. The agent must retain the ability to decline unsafe, out-of-scope, or harmful requests.
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 | $0.00133 | $0.10665 |
| Opus 5 | $0.00067 | $0.05332 |
| Sonnet 5 | $0.00027 | $0.02133 |
| Haiku 4.5 | $0.00013 | $0.01066 |
Grade A, and why
blueprint-graphs 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 6d 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 — 782 lines — stays where its author put it; the contents beside it link to each section on GitHub.
🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "blueprint-fundamentals"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Blueprint Graph Editing Skill
Also load
blueprintsskill when creating new blueprints, adding variables/components, or overriding functions. This skill covers node-level graph editing — adding nodes, wiring pins, setting values, and layout.
Critical Rules
⚠️ Nothing works during Play-In-Editor — and it fails SILENTLY
Every BlueprintService method resolves its target through LoadBlueprint(), which fails while PIE
is running. You get no error. You get an empty array, False, or an empty-string node id
— which reads exactly like "that node type doesn't exist" or "that spawner key is wrong". It is very
easy to spend a long time debugging a correct call that was only ever blocked by PIE.
les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
if les.is_in_play_in_editor():
raise RuntimeError("Stop PIE first - BlueprintService returns empty results during play")
Check this FIRST when any call returns nothing unexpectedly, before doubting a spawner key, a
search term, or a graph name. The tell: unreal.EditorAssetLibrary.does_asset_exist(bp_path) also
returns False for an asset you know exists. Asset writes during PIE are unsafe anyway — stop PIE,
then re-run.
⚠️ Method Name Gotchas
| WRONG | CORRECT |
|---|---|
list_nodes() |
get_nodes_in_graph() |
add_node() / add_function_call_node() / add_event_node() |
batch: VibeUE build_graph(); single node: engine BlueprintTools.create_node via call_tool; editor-style spawner: create_node_by_key() |
disconnect_nodes() |
disconnect_pin() |
get_node_connections() |
get_connections() |
get_graphs() |
list_graphs() |
get_functions() |
list_functions() |
get_connected_nodes() |
get_node_details() (pins include connections) or get_node_pins() + pin.is_connected |
unreal.find_class() |
unreal.load_class(None, "/Script/Module.ClassName") |
What ships with it
8 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.
- 6d ago Changed · +31 lines 3c01c3cab8fc
- 11d ago First seen · 751 lines · 133 tokens per session scan A 7632a617e61a
blueprint-graphs is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 7d ago), licensed MIT. It adds 133 tokens to every session and 10,665 once invoked, about $0.0007 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
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
history-portability
Import Claude Code or Codex history and move complete CCAM datasets between machines. Use when rescanning provider history, importing a copied directory, uploading JSONL or archives, exporting a backup, restoring it idempotently, or verifying that tokens, workflows, runs, rules, and pricing survived.