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 LichAmnesia/unreal-engine-agent-skills --skill ue5-gameplay-state-ownershipgit clone --depth 1 https://github.com/LichAmnesia/unreal-engine-agent-skillsWrote 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/lichamnesia/unreal-engine-agent-skills/ue5-gameplay-state-ownership)<a href="https://agentmods.dev/skills/lichamnesia/unreal-engine-agent-skills/ue5-gameplay-state-ownership"><img src="https://agentmods.dev/badge/skills/lichamnesia/unreal-engine-agent-skills/ue5-gameplay-state-ownership/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/lichamnesia/unreal-engine-agent-skills/ue5-gameplay-state-ownership"><img src="https://agentmods.dev/badge/skills/lichamnesia/unreal-engine-agent-skills/ue5-gameplay-state-ownership.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00120 | $0.01400 |
| Opus 5 | $0.00060 | $0.00700 |
| Sonnet 5 | $0.00024 | $0.00280 |
| Haiku 4.5 | $0.00012 | $0.00140 |
Grade A, and why
ue5-gameplay-state-ownership 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 — 108 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Gameplay State Ownership
Almost every "where should this live?" question in UE5 has one correct answer, and it is determined by a single property: how long the state must survive.
The classes exist at different lifetimes. State placed in a class that dies sooner than the state needs is lost; state placed in a class that outlives it leaks into the next round and appears as a bug that only shows up on the second playthrough. Both are decided at the moment the variable is declared, and both are cheap then and expensive later — moving state is not a refactor of one field, it is a refactor of everything that reads it.
The default failure is putting things on the Pawn, because the Pawn is what you have a pointer to. A Pawn is one of the shortest-lived things in the project.
Assign by lifetime, before declaring the variable
- Ask how long the state must live, in these terms: shorter than one possession, one
possession, the whole match, across level transitions, or across sessions. That answer
selects the owner almost by itself. See
references/lifetime-table.md. - Ask who needs to read it. State that many unrelated systems read from a deep object graph is a sign the owner is too low in the hierarchy.
- Never place state on a Pawn that must survive the Pawn. Destruction, respawn, and possession changes all end a Pawn's life while the game continues.
- Distinguish "match rules" from "match state". The rules object and the shared state object are different, and putting observable state in the rules object is a common error with a delayed cost.
- Prefer a subsystem over a singleton or static. Subsystems have defined lifetimes and
deterministic teardown; a static has neither, and gives you state that survives things it
should not. See
references/subsystems.md. - Record the assignment in the project context file, with the lifetime that justified it. The lifetime is the reason; without it the table is unmaintainable.
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.
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 · 108 lines · 120 tokens per session scan A cb3444c42dc3
ue5-gameplay-state-ownership is a skill published in the GitHub repository LichAmnesia/unreal-engine-agent-skills (5 stars, last pushed 28d ago), licensed MIT. It adds 120 tokens to every session and 1,400 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.
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.
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).
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…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
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.