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 bulk-maintenancegit 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/bulk-maintenance)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/bulk-maintenance"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/bulk-maintenance/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/bulk-maintenance"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/bulk-maintenance.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 | $0.00041 | $0.00906 |
| Opus 5 | $0.00020 | $0.00453 |
| Sonnet 5 | $0.00008 | $0.00181 |
| Haiku 4.5 | $0.00004 | $0.00091 |
Grade A, and why
bulk-maintenance 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.
How it starts
The opening of the file, as written. The whole thing — 93 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Safe Bulk Maintenance
Use unreal.WorkflowService.run_bulk_maintenance(plan_json, apply, batch_size, stop_on_error) for an
explicit target list. It is dry-run-first, path-scoped, bounded to 100 targets per GC batch, returns
one result per target, rolls back a failed apply operation, and writes a resumable report under
Saved/VibeUE/Bulk.
Rules:
- Discover candidates, but pass the final explicit
targetsarray yourself. Never turn a search result directly into deletion. - Call once with
apply=False, inspect everywould-change/refusal, then repeat the exact plan withapply=Trueand the sameresume_id. - Set
path_scopeso a malformed target cannot escape the intended content folder. - Use a small
batch_size(10–25) for Blueprint work. Each apply target gets a named transaction; compile/save failure is reported as failure and rolled back. - Wrap an unattended task in
start_run/finish_run; attach the bulk report and verification.
1. Blueprint interface migration
Discover implementers/referencers with GameIQ when available, compile the candidates before the change, and migrate in two reviewed phases:
import json, unreal
plan = {
"resume_id": "combat-interface-v2",
"operation": "interface_add",
"path_scope": "/Game/Combat",
"interface": "/Game/Combat/Interfaces/BPI_CombatV2",
"targets": ["/Game/Combat/BP_Rifle", "/Game/Combat/BP_Sword"]
}
print(unreal.WorkflowService.run_bulk_maintenance(json.dumps(plan), False, 10, True))
# Review, then use True. Remove the old interface only after compile/readback proves v2 is present.
interface_add and interface_remove compile each Blueprint and save only verified successes.
2. Blueprint metadata hygiene
Descriptions are caller-provided intent; the service never invents text. Existing authored metadata
is preserved unless that specific target says "overwrite": true.
{"resume_id":"combat-metadata-1","operation":"variable_metadata","path_scope":"/Game/Combat","targets":[
{"asset":"/Game/Combat/BP_Rifle","variable":"Ammo","category":"Weapon|Ammo","description":"Rounds remaining in the current magazine."},
{"asset":"/Game/Combat/BP_Sword","variable":"Damage","category":"Weapon|Damage","description":"Base damage before modifiers."}
]}
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.
- 11d ago First seen · 93 lines · 41 tokens per session scan A d8039c6ed701
bulk-maintenance is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 6d ago), licensed MIT. It adds 41 tokens to every session and 906 once invoked, about $0.0002 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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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.