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 uv-mappinggit 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/uv-mapping)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/uv-mapping"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/uv-mapping/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/uv-mapping"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/uv-mapping.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 | $0.00065 | $0.04930 |
| Opus 5 | $0.00032 | $0.02465 |
| Sonnet 5 | $0.00013 | $0.00986 |
| Haiku 4.5 | $0.00006 | $0.00493 |
Grade A, and why
uv-mapping 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 12d 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 — 415 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: "meshes-static-and-skeletal"}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.
UV Mapping Skill
UVMappingService provides automation-grade UV channel manipulation for StaticMesh assets in UE 5.7+. The service is built around mesh-description editing and post-build commits — every mutation marks the package dirty and rebuilds render data, but does not save. Follow with unreal.EditorAssetLibrary.save_asset(mesh_path) once you finish a batch.
When NOT to Use This Service
UV transforms are the wrong tool for fixing a tiling material that looks bad on a basic shape (cube, sphere, cylinder, cone). Symptoms that say "this is not a UV problem":
- "The bricks face the wrong way on this face."
- "The bricks tile fine on the side but look stretched on the cap."
- "It tiles correctly on one shape but not another with the same material."
These are material-orientation problems, not UV-layout problems. A single 2D UV transform can't satisfy multiple face orientations on a 3D shape — whichever projection you pick, at least one face will be wrong. Reach for one of these instead:
- Per-actor child Material Instance with
Tilingoverridden. If the parent material exposes aTilingscalar (MegascansM_MS_Srfdoes), create a child MI with the right multiplier and assign it to the specific actor. The mesh keeps its stock UVs. - World-aligned / triplanar material. A material that samples textures projected from world axes and blends by world normal. Every face on every shape shows correctly oriented bricks at the right size, regardless of mesh UVs. UE provides
/Engine/Functions/Engine_MaterialFunctions02/Texturing/WorldAlignedTextureandWorldAlignedNormalfor this.
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.
- 12d ago First seen · 415 lines · 65 tokens per session scan A 32ce72883427
uv-mapping is a skill published in the GitHub repository kevinpbuckley/VibeUE (676 stars, last pushed 8d ago), licensed MIT. It adds 65 tokens to every session and 4,930 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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