level-actors

level-actors is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 64 tokens per session (6,046 once invoked), scanned A, original, MIT.

A skill for managing actors in an Unreal Engine level, where actors are objects such as characters, lights, cameras, or gameplay items. It works with the level editor's actor and scene tools.

In plain words
What is it for?
Use it to list or find actors, place or remove them, move or rotate them, change their properties, set folders, edit transforms, or frame them in the viewport.
Why use it?
It helps locate and change level objects without manually navigating the editor. It also covers transforms, selection, camera framing, and spawning or deleting actors.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Claude Code; mentions Codex.

Good fit Use it to list or find actors, place or remove them, move or rotate them, change their properties, set folders, edit transforms, or frame them in the viewport.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/level-actors
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 level-actors
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 level-actors

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

agentmods 80×15 button for level-actors

Your own site · 80×15
<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>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,046 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 $0.00064 $0.06046
Opus 5 $0.00032 $0.03023
Sonnet 5 $0.00013 $0.01209
Haiku 4.5 $0.00006 $0.00605

Measured 5d ago against content hash 19c9aed4507c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

Content/Skills/level-actors/SKILL.md · 597 lines

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-manager tool (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, and EditorAppToolset (selection, camera, PIE, screenshots), reachable via call_tool. Equivalently you can drive unreal.EditorActorSubsystem / unreal.LevelEditorSubsystem directly from execute_python_code (shown throughout below). VibeUE's ActorService was 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_property no longer exist — use the engine toolsets or EditorActorSubsystem for 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)

Read the full file on GitHub · 597 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. 5d ago Changed · +30 lines 19c9aed4507c
  2. 11d ago First seen · 567 lines · 64 tokens per session scan A 97e5dabed209

Subscribe to this mod's changes

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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