enum-struct

enum-struct is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 62 tokens per session (2,324 once invoked), scanned A, original, MIT.

A tool for creating and inspecting user-defined enums and structs in Unreal Engine. Enums are named lists of choices, while structs group related fields into one data type.

In plain words
What is it for?
Use it to create Blueprint enums and structs, add or inspect their values and members, or define the row format for a DataTable.
Why use it?
It provides a way to define reusable data for Blueprints and DataTables without editing native C++ types. It also helps avoid changing types that are read-only or creating duplicate assets.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/kevinpbuckley/vibeue/enum-struct
Any agent
npx skills add kevinpbuckley/VibeUE --skill enum-struct
Clone the repo
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE

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 enum-struct

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/enum-struct.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/enum-struct)
Your own site
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/enum-struct"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/enum-struct.svg" alt="Measured on agentmods" 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 2,324 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00062 $0.02324
Opus 5 $0.00031 $0.01162
Sonnet 5 $0.00012 $0.00465
Haiku 4.5 $0.00006 $0.00232

Measured 4d ago against content hash a596458de696, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

enum-struct 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 4d 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.

Content/Skills/enum-struct/SKILL.md · 268 lines

How it starts

The opening of the file, as written. The whole thing — 268 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Enum and Struct Skill

Critical Rules

Read-Only Native Types

Native C++ enums and structs are read-only. Only UserDefinedEnums and UserDefinedStructs can be modified:

import unreal

# Search for user-defined enums only (editable)
enums = unreal.EnumStructService.search_enums("Weapon", True)  # bUserDefinedOnly=True

# Check if an enum is user-defined before modifying
# (returns a single EnumInfo or None — NOT a (success, info) tuple)
info = unreal.EnumStructService.get_enum_info("EMyEnum")
if info and info.is_user_defined:          # field is is_user_defined, NOT b_is_user_defined
    unreal.EnumStructService.add_enum_value("EMyEnum", "NewValue")

🚨 Pass the EXACT asset name you want — prefixing is dumb

create_enum / create_struct only prepend E/F when the name doesn't already start with that letter; they never insert underscores or reformat. So:

  • want E_TestState → pass "E_TestState" (passing "TestState" creates ETestState)
  • want EWeaponType"WeaponType" or "EWeaponType" both work

Creation fails with an empty string if the asset already exists — delete it first (delete_enum / delete_struct), there is no overwrite.

🚨 Enum values: you are always working with DISPLAY names

UserDefinedEnum entries have immutable internal names (NewEnumerator0..N). Every EnumStructService method speaks display names: the name you pass to add_enum_value becomes the display name, get_enum_values returns display names, and rename_enum_value / remove_enum_value accept display names (rename changes the display name only). For internal+display pairs use get_enum_info(...).values (each entry has name = internal, display_name, value, index).


Workflows

Create UserDefinedEnum

import unreal

# Create a new enum — pass the exact final name (here E prefix gets prepended)
enum_path = unreal.EnumStructService.create_enum("/Game/Data/Enums", "WeaponType")
print(f"Created: {enum_path}")  # /Game/Data/Enums/EWeaponType.EWeaponType
if not enum_path:
    # creation failed — most likely the asset already exists; delete_enum first
    ...

# Add values
unreal.EnumStructService.add_enum_value(enum_path, "Sword", "Melee Sword")
unreal.EnumStructService.add_enum_value(enum_path, "Bow", "Ranged Bow")
unreal.EnumStructService.add_enum_value(enum_path, "Staff", "Magic Staff")

# Verify
values = unreal.EnumStructService.get_enum_values(enum_path)
print(f"Values: {values}")  # ['Sword', 'Bow', 'Staff']

Read the full file on GitHub · 268 lines

Files

What ships with it

1 file 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. 4d ago First seen · 268 lines · 62 tokens per session scan A a596458de696

Subscribe to this mod's changes

enum-struct is a skill published in the GitHub repository kevinpbuckley/VibeUE (650 stars, last pushed yesterday), licensed MIT. It adds 62 tokens to every session and 2,324 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.

Related

Other skills, from other repositories

loot-agent-mcp

You are playing LOOT on Robinhood Chain (4663) through the loot-agent-mcp tools. The game in one line: hold tokens through risk to mint loot boxes, play to earn keys, open boxes with keys, claim your pro rata share of the token's fee pot in ETH. Pots grow when the token trades. Selling burns your game position for the…

D-Kek/loot-agent-mcp · 0 tokens

n8n-subworkflows

Build reusable, composable n8n sub-workflows. Use when extracting shared logic, building anything multi-step or reused across workflows, or any workflow over 10 nodes — and whenever the user mentions sub-workflows, Execute Workflow, reuse, shared/common logic, modular workflows, "Define Below" inputs…

czlonkowski/n8n-mcp · 121 tokens

n8n-code-tool

Write JavaScript or Python for the n8n Custom Code Tool (@n8n/n8n-nodes-langchain.toolCode) — the AI-agent-callable tool, NOT the workflow Code node. Use when building a Code Tool attached to an AI Agent, writing code that an LLM will invoke, parsing the query input, returning a string result, defining an input schema…

czlonkowski/n8n-mcp · 221 tokens

godot-export

Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring exportpresets.cfg…

gamedev-skills/awesome-gamedev-agent-skills · 92 tokens

godot-multiplayer

Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpcid()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to…

gamedev-skills/awesome-gamedev-agent-skills · 90 tokens

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…

db-lyon/ue-mcp · 85 tokens