ue5-collision-and-trace-contract

ue5-collision-and-trace-contract is a skill for Claude Code, Codex from LichAmnesia/unreal-engine-agent-skills. It costs 117 tokens per session (1,525 once invoked), scanned A, original, MIT.

A guide for defining how Unreal Engine 5 should recognize interactions before writing collision queries. Collision channels describe categories of objects, while traces, sweeps, and overlaps are different kinds of spatial checks.

In plain words
What is it for?
Use it to define hit meanings, channel rules, response settings, allowed hit deciders, and whether an interaction needs a line trace, sweep, or overlap.
Why use it?
It prevents code from relying on undocumented global collision settings or asking the wrong kind of query. It also addresses fast objects passing through thin geometry.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to define hit meanings, channel rules, response settings, allowed hit deciders, and whether an interaction needs a line trace, sweep, or overlap.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/lichamnesia/unreal-engine-agent-skills/ue5-collision-and-trace-contract
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 LichAmnesia/unreal-engine-agent-skills --skill ue5-collision-and-trace-contract
Clone the repo
git clone --depth 1 https://github.com/LichAmnesia/unreal-engine-agent-skills

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 ue5-collision-and-trace-contract

README.md
[![agentmods](https://agentmods.dev/badge/skills/lichamnesia/unreal-engine-agent-skills/ue5-collision-and-trace-contract/github.svg)](https://agentmods.dev/skills/lichamnesia/unreal-engine-agent-skills/ue5-collision-and-trace-contract)
Your own site
<a href="https://agentmods.dev/skills/lichamnesia/unreal-engine-agent-skills/ue5-collision-and-trace-contract"><img src="https://agentmods.dev/badge/skills/lichamnesia/unreal-engine-agent-skills/ue5-collision-and-trace-contract/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 ue5-collision-and-trace-contract

Your own site · 80×15
<a href="https://agentmods.dev/skills/lichamnesia/unreal-engine-agent-skills/ue5-collision-and-trace-contract"><img src="https://agentmods.dev/badge/skills/lichamnesia/unreal-engine-agent-skills/ue5-collision-and-trace-contract.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 117 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,525 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.
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 $0.00117 $0.01525
Opus 5 $0.00059 $0.00763
Sonnet 5 $0.00023 $0.00305
Haiku 4.5 $0.00012 $0.00153

Measured 11d ago against content hash 3afab8410b7f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue5-collision-and-trace-contract 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.

skills/ue5-collision-and-trace-contract/SKILL.md · 117 lines

How it starts

The opening of the file, as written. The whole thing — 117 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Collision and Trace Contract

Collision configuration in UE5 has a property that makes it unusually easy to get wrong: it is global, shared, and mostly invisible from the code that depends on it. A query in one file behaves the way it does because of a channel definition in project settings and a response set on a component in a different asset. None of the three references the others, and all three have to agree.

The consequences are the two complaints that dominate hit-detection debugging — "the trace returns nothing" and "the trace hits things it should not" — and both are usually correct code running against a configuration nobody wrote down.

The second failure is worse and quieter: a fast object passing through thin geometry, which is not a configuration problem at all but a query-type problem, and which reproduces only at speed.

Settle the hit contract first

  1. Define what a hit means for each interaction before choosing an API. What is being asked, what may answer, and what the answer authorizes. A trace is a question; most trace bugs are a well-formed answer to the wrong question.
  2. Write down the channel semantics. Two different kinds of channel exist and they answer different questions — an object channel says what a thing is, a trace channel says what a query is looking for. Confusing them is the single most common configuration error. See references/channel-semantics.md.
  3. Never reuse a general-purpose channel for a gameplay decision. Visibility and camera channels exist, are always available, and mean something else. Borrowing one couples your hit logic to rendering and camera concerns permanently.
  4. Treat the response matrix as shared state with an owner. Every channel added is a column every existing object must have an opinion about. Changing one response can alter behavior in systems that never mention it.
  5. Choose the query type from speed and size, not from convenience. A line has zero thickness and objects move in discrete steps; both facts produce misses that look like configuration bugs. See references/query-selection.md.
  6. Name one system as the hit authority for each interaction. Two systems independently querying will eventually disagree, and the disagreement surfaces as an intermittent gameplay inconsistency. See references/hit-authority.md.

Read the full file on GitHub · 117 lines

Files

What ships with it

4 files 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. 11d ago First seen · 117 lines · 117 tokens per session scan A 3afab8410b7f

Subscribe to this mod's changes

ue5-collision-and-trace-contract is a skill published in the GitHub repository LichAmnesia/unreal-engine-agent-skills (5 stars, last pushed 27d ago), licensed MIT. It adds 117 tokens to every session and 1,525 once invoked, about $0.0006 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 2026-08-31.

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

unity-addressables

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

Besty0728/Unity-Skills · 25 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

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