umg-widgets

umg-widgets is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 98 tokens per session (3,676 once invoked), scanned A, original, MIT.

A workflow for creating and editing UMG Widget Blueprints, Unreal Engine assets used to build game interfaces such as menus, HUDs, and other screens.

In plain words
What is it for?
Use it to arrange widgets, set fonts and visual properties, create animations, bind events, capture previews, and connect MVVM view models.
Why use it?
It helps construct the widget hierarchy and configure its appearance and behavior without manually performing each editor action.

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 arrange widgets, set fonts and visual properties, create animations, bind events, capture previews, and connect MVVM view models.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/umg-widgets/github.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/umg-widgets)
Your own site
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/umg-widgets"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/umg-widgets/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 umg-widgets

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/umg-widgets"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/umg-widgets.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 98 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,676 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 $0.00098 $0.03676
Opus 5 $0.00049 $0.01838
Sonnet 5 $0.00020 $0.00735
Haiku 4.5 $0.00010 $0.00368

Measured 11d ago against content hash 25365bdc1d82, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

umg-widgets 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 11d 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/umg-widgets/SKILL.md · 270 lines

How it starts

The opening of the file, as written. The whole thing — 270 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: "umg-and-slate"} 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.

UMG Widget Blueprints Skill

This skill covers authoring Widget Blueprints (WBP) with WidgetService. Read the Critical Rules below first — they prevent the most common failures. Then pick a task from the Task Index and load the matching workflow doc and/or run the matching sample script.

Load the blueprints skill when you also need to add Blueprint variables, functions, or components, and blueprint-graphs when wiring event-graph nodes for bound events.

Critical Rules

🚨 Creating Widget Blueprints — only one pattern works

WidgetService does not create the asset. Create it with the factory, then use WidgetService to populate it:

import unreal
factory = unreal.WidgetBlueprintFactory()
factory.set_editor_property("parent_class", unreal.UserWidget)
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
asset_tools.create_asset("MainMenu", "/Game/UI", unreal.WidgetBlueprint, factory)

Do not call BlueprintEditorLibrary.get_blueprint_class(), unreal.create_widget_blueprint(), or WidgetService.create_widget() — none exist. (Runnable: scripts/create_widget.txt.)

🚨 Hierarchy: set the root first, parents before children

unreal.WidgetService.add_component(path, "CanvasPanel", "RootCanvas", "", True)   # empty parent -> becomes root
unreal.WidgetService.add_component(path, "Button", "PlayButton", "RootCanvas", False)

That 5th argument is is_variable, not set_as_root — a widget becomes the root because its parent name is empty, not because of that flag. A 6th argument, child_index, inserts at a position instead of appending; reorder_component moves an existing widget within its parent. See reference.md ▸ Child order.

Read the full file on GitHub · 270 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. 11d ago First seen · 270 lines · 98 tokens per session scan A 25365bdc1d82

Subscribe to this mod's changes

umg-widgets is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 7d ago), licensed MIT. It adds 98 tokens to every session and 3,676 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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