uv-mapping

uv-mapping is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 65 tokens per session (4,930 once invoked), scanned A, original, MIT.

A tool for managing UV channels on Unreal Engine StaticMesh assets. UV channels describe how textures are placed across a 3D model.

In plain words
What is it for?
It is for adding, removing, transforming, checking, and visualizing UV channels and UV layouts on Unreal Engine 5.7 or newer StaticMesh assets.
Why use it?
It helps inspect or change texture coordinates and identify UV layout problems on meshes.

Skill for Claude CodeCodex

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

Good fit It is for adding, removing, transforming, checking, and visualizing UV channels and UV layouts on Unreal Engine 5.7 or newer StaticMesh assets.

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

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

agentmods 80×15 button for uv-mapping

Your own site · 80×15
<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>
Per session 65 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,930 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 $0.00065 $0.04930
Opus 5 $0.00032 $0.02465
Sonnet 5 $0.00013 $0.00986
Haiku 4.5 $0.00006 $0.00493

Measured 12d ago against content hash 32ce72883427, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

Content/Skills/uv-mapping/SKILL.md · 415 lines

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-manager tool (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:

  1. Per-actor child Material Instance with Tiling overridden. If the parent material exposes a Tiling scalar (Megascans M_MS_Srf does), create a child MI with the right multiplier and assign it to the specific actor. The mesh keeps its stock UVs.
  2. 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/WorldAlignedTexture and WorldAlignedNormal for this.

Read the full file on GitHub · 415 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. 12d ago First seen · 415 lines · 65 tokens per session scan A 32ce72883427

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens