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 agentmods add skills/kevinpbuckley/vibeue/enum-structnpx skills add kevinpbuckley/VibeUE --skill enum-structgit 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/enum-struct)<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>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 | $0.00062 | $0.02324 |
| Opus 5 | $0.00031 | $0.01162 |
| Sonnet 5 | $0.00012 | $0.00465 |
| Haiku 4.5 | $0.00006 | $0.00232 |
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.
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"createsETestState) - 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']
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.
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.
- 4d ago First seen · 268 lines · 62 tokens per session scan A a596458de696
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.
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