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 blueprintsgit 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/blueprints)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/blueprints"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/blueprints/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/blueprints"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/blueprints.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00075 | $0.06932 |
| Opus 5 | $0.00037 | $0.03466 |
| Sonnet 5 | $0.00015 | $0.01386 |
| Haiku 4.5 | $0.00007 | $0.00693 |
Grade A, and why
blueprints 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 — 451 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 System Skill
For node-level graph editing (adding nodes, connecting pins, wiring logic, timers, layout), load the
blueprint-graphsskill.
Critical Rules
⚠️ Components added with add_component are NOT on the CDO
add_component creates a SCS node template, not an instance on the class default object. So the
obvious way to configure it silently does nothing — get_components_by_class on the CDO returns an
empty list and the loop body never runs:
# WRONG - prints [], the mesh is never assigned, and nothing errors
cdo = unreal.get_default_object(bp.generated_class())
for c in cdo.get_components_by_class(unreal.SkeletalMeshComponent):
c.set_editor_property("skeletal_mesh_asset", mesh)
# CORRECT - go through the service, which edits the SCS template
BS.set_component_property(BP, "Windmill", "SkeletalMeshAsset", "/Game/X/SK_Windmill.SK_Windmill")
BS.set_component_property(BP, "Windmill", "AnimationMode", "AnimationBlueprint")
BS.set_component_property(BP, "Windmill", "AnimClass", "/Game/X/ABP_Windmill.ABP_Windmill_C")
Values are strings: an asset takes its object path (/Game/X/SK.SK), a class takes the
_C path, an enum takes the entry name. Read back with get_component_property to confirm — it
returns the resolved object, e.g.
/Script/Engine.SkeletalMesh'/Game/X/SK_Windmill.SK_Windmill'. Components that come from the
parent C++ class are on the CDO and can be set directly; only SCS-added ones need the service.
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.
- 6d ago Changed · +24 lines c7d71df450a5
- 11d ago First seen · 427 lines · 75 tokens per session scan A e3ae7c315b7b
blueprints is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 7d ago), licensed MIT. It adds 75 tokens to every session and 6,932 once invoked, about $0.0004 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
ue-mcp-blueprint
Use when authoring or modifying Unreal Blueprint assets through ue-mcp. Covers the read-then-write discipline, node/pin wiring, component (SCS) hierarchy, variables, interfaces, compilation, and the difference between pin defaults and linked inputs. Pulls in any time the user asks to create, edit, or inspect a…
ue-mcp-animation
Use when creating, modifying, retargeting, rigging, constraining, or validating skeletal animation through UE-MCP. Covers native UE 5.8 IK Rig and Retargeter authoring, the Control Rig begin/read/apply/bake loop, generic contact locks, per-rig anatomical and mirrored-axis discovery, quaternion keying, deterministic…
ue-mcp-native-cpp
Use when writing or modifying native C++ UCLASSes in an Unreal project via ue-mcp. Covers createcppclass → writecppfile → livecodingcompile loop, when to use build vs Live Coding, and the addmoduledependency workflow. Pulls in any time the user asks to write a new native class, add a UPROPERTY, or implement a…
ue-mcp-niagara
Use when authoring Niagara VFX systems via ue-mcp - creating systems and emitters, adding renderers, setting module inputs and static switches, building HLSL modules, and batching operations. Pulls in any time the user asks for a particle system, VFX, Niagara emitter, or motion matching cost visualization.
ue-mcp-workflow
Use when driving Unreal Engine editor via the ue-mcp MCP server. Covers the required order of operations (status check first), editor lifecycle, project scoping, and what to do when the bridge says "still initializing". Pulls in automatically any time the user asks to use an Unreal project or references ue-mcp tools.
ue-mcp-epic-routing
Use when deciding between ue-mcp's native category actions and Epic's wrapped ToolsetRegistry tools (the epic actions, incl. the Blueprint graph DSL) for a task in Unreal. Pulls in when authoring Blueprint graph bodies, or any time both a native action and an epic action could do the job and you need to pick.