gas

gas is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 79 tokens per session (1,796 once invoked), scanned A, original, MIT.

A guide for authoring and testing Unreal Engine’s Gameplay Ability System, the framework used for abilities, attributes, effects, tags, costs, cooldowns, and cues. It maps each job to Unreal’s existing tools and Python rather than adding a separate GAS service.

In plain words
What is it for?
Use it to create and inspect abilities, attribute sets, damage or buff effects, gameplay events, cooldowns, costs, cues, tags, and the active abilities or effects on a running game actor.
Why use it?
It helps coordinate several Unreal systems that work together and reduces confusion about which tool owns each operation. It also supports checking live ability-system data while the game is running in Play In Editor mode.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create and inspect abilities, attribute sets, damage or buff effects, gameplay events, cooldowns, costs, cues, tags, and the active abilities or effects on a running game actor.

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Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/gas
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.

Any agent
npx skills add kevinpbuckley/VibeUE --skill gas
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 gas

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/gas/github.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/gas)
Your own site
<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.

agentmods 80×15 button for gas

Your own site · 80×15
<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>
Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,796 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 5.1 $0.00079 $0.01796
Opus 5 $0.00039 $0.00898
Sonnet 5 $0.00016 $0.00359
Haiku 4.5 $0.00008 $0.00180

Measured 12d ago against content hash bcd198bb3fa3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

Content/Skills/gas/SKILL.md · 115 lines

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-manager tool (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.AbilitySystemInspectorToolsetGetAttributeValues / GetActiveTags / GetActiveEffects / GetGrantedAbilities. Input is {"actor": {"refPath": "<actor path>"}} — works on PIE actors, no selection needed
Discover attribute set classes / attributes Epic GASToolsets.AttributeSetToolsetFindAttributeSetClasses / 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

Read the full file on GitHub · 115 lines

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. 12d ago First seen · 115 lines · 79 tokens per session scan A bcd198bb3fa3

Subscribe to this mod's changes

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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