ue5-deterministic-sim-tests

ue5-deterministic-sim-tests is a skill for Claude Code, Codex from LichAmnesia/unreal-engine-agent-skills. It costs 138 tokens per session (1,454 once invoked), scanned A, original, MIT.

A testing guide for making a game's simulation produce the same results from the same starting conditions. It covers fixed-time updates, controlled random choices, non-visual matches, gameplay tests, and records that show what happened.

In plain words
What is it for?
Use it to build automated AI matches without graphics, test gameplay calculations, reproduce bugs from a seed, and collect replays, CSV files, logs, screenshots, and performance comparisons.
Why use it?
It replaces claims such as “the code works” or “it compiles” with repeatable tests and concrete evidence, helping reveal stuck matches, scoring errors, and flow problems.

Skill for Claude CodeCodex

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

Good fit Use it to build automated AI matches without graphics, test gameplay calculations, reproduce bugs from a seed, and collect replays, CSV files, logs, screenshots, and performance comparisons.

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Install with agentmods
npx agentmods add skills/lichamnesia/unreal-engine-agent-skills/ue5-deterministic-sim-tests
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-deterministic-sim-tests
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-deterministic-sim-tests

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/lichamnesia/unreal-engine-agent-skills/ue5-deterministic-sim-tests"><img src="https://agentmods.dev/badge/skills/lichamnesia/unreal-engine-agent-skills/ue5-deterministic-sim-tests.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 138 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,454 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 $0.00138 $0.01454
Opus 5.5 $0.00055 $0.00582
Sonnet 5.5 $0.00028 $0.00291
Haiku 4.5 $0.00014 $0.00145

Measured 1mo ago against content hash 3d6802aec5c2, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ue5-deterministic-sim-tests 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 1mo 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-deterministic-sim-tests/SKILL.md · 103 lines

How it starts

The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Deterministic Simulation and Evidence

"The code is written" is not evidence. Neither is "it compiles", "it looks right", or a screenshot of the editor. For agent-driven development this matters more than usual, because the agent cannot see the game and the human is not watching every run.

The cheapest evidence in a vehicle-combat game is a seeded headless match: run twenty full AI matches in seconds, with no rendering, and assert every one terminated with a legal winner. That single test catches AI stalls, unclosable endgames, scoring bugs, and match-flow regressions at once — and it costs nothing to re-run on every change.

Establish the determinism contract first

Determinism is not a feature you add later. It is a set of constraints you either adopt at the start or pay dearly to retrofit.

  1. Fixed logic timestep. Gameplay state advances on a fixed step, accumulated from real time. Rendering interpolates. Anything gameplay-authoritative that integrates with a variable DeltaTime is non-deterministic by construction.
  2. Seeded streams, one per subsystem, all derived from a single match seed. Never a global RNG. See references/determinism-rules.md.
  3. No gameplay reads from presentation. Physics-driven visual motion, particle state, and animation must not influence outcomes. This is the rule that makes headless running possible at all.
  4. No frame-rate-dependent smoothing in gameplay code — time constants, never per-frame lerp factors.
  5. Iteration order must be stable. Iterating a hash map whose order varies between runs silently breaks determinism in a way that is very hard to find.
  6. Simulation must link without rendering. Enforced by module boundaries — see ue5-project-context.
  7. Decide the tolerance. Bit-exact is achievable if you are careful with floating point; "same winner, same seed" is much cheaper and usually sufficient. Pick one and state it, because it determines how strict every assertion must be.

Read the full file on GitHub · 103 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. 1mo ago First seen · 103 lines · 138 tokens per session scan A 3d6802aec5c2

Subscribe to this mod's changes

ue5-deterministic-sim-tests is a skill published in the GitHub repository LichAmnesia/unreal-engine-agent-skills (5 stars, last pushed 2mo ago), licensed MIT. It adds 138 tokens to every session and 1,454 once invoked, about $0.0006 per session on Opus 5.5. 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.

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