ue5-macos-apple-silicon

ue5-macos-apple-silicon is a skill for Claude Code, Codex from LichAmnesia/unreal-engine-agent-skills. It costs 158 tokens per session (1,665 once invoked), scanned A, original, MIT.

A development guide for Unreal Engine projects on Macs with Apple Silicon chips. It covers finding the installed engine and Xcode, building from the command line, testing, profiling, and packaging Mac applications.

In plain words
What is it for?
Use it to audit a Mac development setup, build and package Unreal projects, choose arm64 or universal applications, and diagnose Xcode or rendering differences.
Why use it?
It avoids applying Windows-specific Unreal instructions to macOS, where engine paths, tools, licenses, graphics features, and processor targets differ.

Skill for Claude CodeCodex

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

Not installable: its command points at a path on the author’s own machine, so it runs nowhere else. The line is /Users/Shared/Epic.

Good fit Use it to audit a Mac development setup, build and package Unreal projects, choose arm64 or universal applications, and diagnose Xcode or rendering differences.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

There is no command for this one: it runs only inside a plugin, and the catalogue could not identify which plugin ships it. The source is linked below.

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-macos-apple-silicon

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/lichamnesia/unreal-engine-agent-skills/ue5-macos-apple-silicon"><img src="https://agentmods.dev/badge/skills/lichamnesia/unreal-engine-agent-skills/ue5-macos-apple-silicon.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 158 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,665 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 $0.00158 $0.01665
Opus 5 $0.00079 $0.00833
Sonnet 5 $0.00032 $0.00333
Haiku 4.5 $0.00016 $0.00167

Measured 11d ago against content hash 5e470ccc9271, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue5-macos-apple-silicon 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-macos-apple-silicon/SKILL.md · 115 lines

How it starts

The opening of the file, as written. The whole thing — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE5 on macOS and Apple Silicon

UE5 material defaults to Windows. Validation scripts are PowerShell, build commands are Build.bat, and performance advice assumes tooling that does not exist here. On a Mac, following it produces confident, wrong instructions.

The engine's macOS support is real and has improved substantially — but "supported" and "identical to Windows" are different claims, and the gap is where a week disappears.

Discover before you build

  1. Never assume the engine path or version. Launcher installs, source builds, and multiple side-by-side versions all coexist on Macs. Run the discovery sequence in references/environment-audit.md and write the results into the project context file (ue5-project-context).
  2. Establish the Xcode situation. Xcode version, whether command line tools are selected, and whether the license has been accepted. A failed build here reports as a compiler error with no mention of licensing, which is why it costs so much time.
  3. Decide the architecture target early: arm64 only, or a universal binary. This changes build time, package size, and the flags in every command afterward. See references/build-and-package.md.
  4. Establish what Metal will actually give you on this chip and this macOS version, before designing around a rendering feature. See references/metal-feature-reality.md. Feature availability depends on both the chip generation and the OS version, and the failure mode is silent fallback, not an error.
  5. Fix the profiling toolchain now, not at optimization time. Several Windows-standard tools have no macOS equivalent; know which ones you have before you need them. See references/profiling-on-mac.md.
  6. Translate Windows instructions rather than following them. Keep the translation table in references/windows-to-mac.md at hand when reading any other skill pack.
  7. Record every command that succeeded, with its absolute path and date. On macOS the paths contain spaces and version numbers; a remembered command is a broken command.

Read the full file on GitHub · 115 lines

Files

What ships with it

6 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 · 115 lines · 158 tokens per session scan A 5e470ccc9271

Subscribe to this mod's changes

ue5-macos-apple-silicon is a skill published in the GitHub repository LichAmnesia/unreal-engine-agent-skills (5 stars, last pushed 27d ago), licensed MIT. It adds 158 tokens to every session and 1,665 once invoked, about $0.0008 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