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 profilinggit 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/profiling)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/profiling"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/profiling.svg" alt="Measured on agentmods" 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 | $0.00057 | $0.04120 |
| Opus 5 | $0.00028 | $0.02060 |
| Sonnet 5 | $0.00011 | $0.00824 |
| Haiku 4.5 | $0.00006 | $0.00412 |
Grade A, and why
profiling 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 8d 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 — 347 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Profiling Skill
Unreal 5.8's native toolsets have no performance or tracing tools, so this is VibeUE's net-new
capability: unreal.PerformanceService answers "are we CPU- or GPU-bound?" and drives Unreal
Insights captures from Python with no C++ required. Run everything here through execute_python_code.
The whole API is small — read the live signatures once with
discover_python_class(class_name="unreal.PerformanceService"):
| Method | Purpose |
|---|---|
frame_timing(target_fps=60.0) |
Game/Render/GPU/RHI thread ms + a CPU-vs-GPU bound verdict + a hint, plus a per-thread budget breakdown gated against target_fps (budget.meets_target PASS/FAIL). Run FIRST. |
force_hitch(thread="game", ms=250.0, frames=1) |
Validation helper — deliberately stall a KNOWN thread ("game"/"render"/"both"/"gpu") to confirm the verdict fires. CPU paths are self-measuring: validate from the SAME response (observed_peak_*_ms, verdict_matched_expect) — do NOT follow up with frame_timing. Only the async gpu path is read back on a following frame. Clamped (≤5000 ms, ~10 s total) for safety. |
report(title=..., source="both", file="") |
Write a self-contained, shareable HTML report (live verdict + budget + analyse stats + a data-driven "fix in this order" list) to Saved/VibeUE/Performance/report_<timestamp>.html. |
start_pie() / stop_pie() |
In-process PIE so frame_timing/force_hitch read a live game world (PIE starts on the next tick — read on a following frame, pie_running flips true). Quick checks only; prefer start_standalone when the numbers must be trusted. |
start_trace(name="mcp_capture", channels="") |
Start an Insights trace to file (default channel set if channels empty). |
stop_trace() |
Stop the active trace; returns the trace file path + size. |
get_trace_status() |
Whether a trace is active and which channels are enabled. |
bookmark(name) |
Drop a point-in-time bookmark in the active trace. |
region_start(name) / region_end(name) |
Begin / end a named region span in the active trace. |
analyse(source="both", file="") |
Read back trace and/or log → frame stats, worst frames, hitches, notable log lines. |
start_standalone(name="standalone_capture", channels="") |
Launch the game as a separate standalone process with a trace attached (representative readings the editor viewport can't give). |
stop_standalone() |
Stop the standalone process and finalise its trace/log. |
get_standalone_status() |
Whether a standalone session is running and which trace/log it writes. |
All methods return a JSON string. For a representative reading, profile under PIE or a standalone
session (start_standalone), not the bare editor viewport.
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.
- 8d ago First seen · 347 lines · 57 tokens per session scan A 4cab72ae93c1
profiling is a skill published in the GitHub repository kevinpbuckley/VibeUE (656 stars, last pushed 3d ago), licensed MIT. It adds 57 tokens to every session and 4,120 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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