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 skeletongit 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/skeleton)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/skeleton"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/skeleton/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/skeleton"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/skeleton.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 | $0.00099 | $0.04554 |
| Opus 5 | $0.00049 | $0.02277 |
| Sonnet 5 | $0.00020 | $0.00911 |
| Haiku 4.5 | $0.00010 | $0.00455 |
Grade A, and why
skeleton 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 9d 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 — 437 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: "animation-system"}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.
Skeleton & Skeletal Mesh Skill
Architecture (read first): VibeUE extends Unreal's native MCP endpoint. Socket CRUD, bone enumeration, physics-asset assignment, and material/LOD/morph inspection are owned by the engine toolset
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools(called viacall_tool). VibeUE'sSkeletonServicewas trimmed to what the engine doesn't cover: bone transform/hierarchy editing, retargeting config, curve metadata, blend profiles, bone constraints, and learn-from-animations.Loading skills: skills load through the engine's
AgentSkillToolset(ListSkills/GetSkills) — there is novibeue-skills-managertool. Run VibeUE services withexecute_python_code(unreal.SkeletonService.<method>()); reach engine tools withcall_tool(discover withlist_toolsets/describe_toolset).Related Skills:
- animsequence / animation-editing - For editing animations with constraint validation (uses skeleton profiles) and keyframes
- animation-blueprint - For AnimBP state machines and navigation
Use this skill when: Editing bone transforms/hierarchy, retargeting modes, blend profiles, curve metadata, or bone constraints. For sockets / bone listing / physics asset / materials / LODs, use engine
SkeletalMeshTools(see below).
Sockets, bone enumeration, inspection → engine SkeletalMeshTools
These moved to the engine. Discover the exact schemas with
describe_toolset("editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools") and call via call_tool
(the mesh argument is a {"refPath": "<SkeletalMesh asset path>"} object):
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.
- 9d ago First seen · 437 lines · 99 tokens per session scan A 71412d0b4ce9
skeleton is a skill published in the GitHub repository kevinpbuckley/VibeUE (659 stars, last pushed 5d ago), licensed MIT. It adds 99 tokens to every session and 4,554 once invoked, about $0.0005 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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