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 gasgit 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/gas)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/gas"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/gas/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/gas"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/gas.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 | $0.00079 | $0.01796 |
| Opus 5 | $0.00039 | $0.00898 |
| Sonnet 5 | $0.00016 | $0.00359 |
| Haiku 4.5 | $0.00008 | $0.00180 |
Grade A, and why
gas 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 12d 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 — 115 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: "gameplay-ability-system"}for UE domain knowledge (ASC setup, attribute/effect/ability APIs, networking) — treat it as the rubric for any review / "best practices" question. If no such tool is available, skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Gameplay Ability System Skill
Compose, do not duplicate. Everything GAS needs already exists across Epic's engine toolsets, the generic Blueprint/Object tools, and Python. VibeUE adds no GAS wrapper service; this skill is the routing map plus the live-verified gotchas.
Ownership matrix — who does what
| Operation | Owner |
|---|---|
| Inspect a live ASC (PIE): attributes, active tags, active effects, granted abilities | Epic GASToolsets.AbilitySystemInspectorToolset → GetAttributeValues / GetActiveTags / GetActiveEffects / GetGrantedAbilities. Input is {"actor": {"refPath": "<actor path>"}} — works on PIE actors, no selection needed |
| Discover attribute set classes / attributes | Epic GASToolsets.AttributeSetToolset → FindAttributeSetClasses / ListAttributes |
| Gameplay Cue notify assets + cue tags | Epic GASToolsets.GameplayCueToolset (list/get/create/execute-on-selected) |
| Tag CRUD (add/remove/rename/list single tags) | Epic GameplayTagsToolset — see the gameplay-tags skill |
| Bulk tag registration, hierarchy queries, existence checks | unreal.GameplayTagService (VibeUE delta — see gameplay-tags) |
| Create GameplayAbility / GameplayEffect / AttributeSet Blueprint subclasses, CDO config | Epic BlueprintTools + ObjectTools (or native Python BlueprintFactory with the right ParentClass) |
| Ability / cue Blueprint graphs | Epic BlueprintTools + unreal.BlueprintService.build_graph (see blueprint-graphs) |
| GameplayEffect legacy tag containers (Asset/Target Tags) | unreal.BlueprintService.set_property — maps them onto the UE 5.3+ GE Components (VibeUE #539/#541) |
| Runtime PIE testing | EditorToolset.EditorAppToolset StartPIE/StopPIE + Python on live actors (below) |
| Native C++ attribute sets / effects / abilities | Coding-agent handoff — C++ patterns below are for that agent, not for editor tools |
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.
- 12d ago First seen · 115 lines · 79 tokens per session scan A bcd198bb3fa3
gas is a skill published in the GitHub repository kevinpbuckley/VibeUE (676 stars, last pushed 8d ago), licensed MIT. It adds 79 tokens to every session and 1,796 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.
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