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 level-actorsgit 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/level-actors)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/level-actors"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/level-actors/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/level-actors"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/level-actors.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 | $0.00064 | $0.06046 |
| Opus 5 | $0.00032 | $0.03023 |
| Sonnet 5 | $0.00013 | $0.01209 |
| Haiku 4.5 | $0.00006 | $0.00605 |
Grade A, and why
level-actors 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 5d 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 — 597 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: "actors-and-components"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Level Actors Skill
🔀 Engine owns the basics now. In the Unreal 5.8 consolidation, listing / finding / spawning / moving / transforming / selecting actors moved to Unreal's native toolsets —
ActorTools,SceneTools, andEditorAppToolset(selection, camera, PIE, screenshots), reachable viacall_tool. Equivalently you can driveunreal.EditorActorSubsystem/unreal.LevelEditorSubsystemdirectly fromexecute_python_code(shown throughout below). VibeUE'sActorServicewas trimmed to only the delta the engine doesn't provide: transform lock (set_actor_lock_location), absolute-transform flags, preserve-scale-ratio, viewport camera framing (get_actor_view_camera/calculate_actor_view/set_viewport_camera), and full property dumps (get_all_properties).ActorService.add_actor/set_property/get_propertyno longer exist — use the engine toolsets orEditorActorSubsystemfor spawning and property edits.
Critical Rules
⚠️ unreal.Rotator(a, b, c) is (roll, pitch, yaw) — always pass by keyword
Python's FRotator constructor takes roll, pitch, yaw (X, Y, Z), not the C++
FRotator(Pitch, Yaw, Roll) order. Passing a yaw positionally lands it in pitch, and nothing
warns you — the call succeeds and the actor is simply wrong:
# WRONG - pitches the actor onto its nose; yaw stays 0
actor.set_actor_rotation(unreal.Rotator(0.0, yaw, 0.0), False)
# CORRECT
actor.set_actor_rotation(unreal.Rotator(roll=0.0, pitch=0.0, yaw=yaw), False)
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.
- 5d ago Changed · +30 lines 19c9aed4507c
- 11d ago First seen · 567 lines · 64 tokens per session scan A 97e5dabed209
level-actors is a skill published in the GitHub repository kevinpbuckley/VibeUE (662 stars, last pushed 6d ago), licensed MIT. It adds 64 tokens to every session and 6,046 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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