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 makifbaysal/tasktrooper --skill unreal-cpp-architecturegit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/unreal-cpp-architecture)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/unreal-cpp-architecture"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unreal-cpp-architecture/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/makifbaysal/tasktrooper/unreal-cpp-architecture"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unreal-cpp-architecture.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 | $0.00075 | $0.01906 |
| Opus 5.5 | $0.00030 | $0.00762 |
| Sonnet 5.5 | $0.00015 | $0.00381 |
| Haiku 4.5 | $0.00007 | $0.00191 |
Grade A, and why
unreal-cpp-architecture 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 4d 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 — 148 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal C++ Architecture
Overview
Unreal gives you a full gameplay framework, a reflection system and a garbage collector. Most bugs in Unreal C++ come from fighting them: raw UObject* members the GC frees underneath you, gameplay logic in constructors that only ever run on the class default object, logic on the wrong framework class (GameMode code running on clients), and everything ticking every frame.
Core principle: Put each piece of logic on the framework class that owns it, keep every UObject reference visible to the GC, and let C++ own systems while Blueprints own content and tuning.
Where logic belongs
| Class | Lives on | Owns |
|---|---|---|
AGameModeBase |
Server only | Rules of the match: spawning, scoring rules, win conditions |
AGameStateBase |
Server + replicated to all | Match state everyone sees (time left, team scores) |
APlayerController |
Owning client + server | Input routing, UI ownership, camera for that player |
APlayerState |
Replicated to all | Per-player persistent data (name, score); survives pawn death |
APawn / ACharacter |
Replicated | The body: movement, the components that act in the world |
UActorComponent |
With its actor | Reusable behaviour (health, inventory, interaction) |
UGameInstanceSubsystem / UWorldSubsystem / ULocalPlayerSubsystem |
Process / world / local player | Services (save, matchmaking, spawning registries) — instead of singletons |
A client asking GetWorld()->GetAuthGameMode() gets nullptr — that is the design, not a bug to work around.
Lifecycle
AHeroCharacter::AHeroCharacter() {
// Constructor: defaults and subobjects only. It runs for the class default object too,
// so no world access, no spawning, no gameplay.
PrimaryActorTick.bCanEverTick = false;
Health = CreateDefaultSubobject<UHealthComponent>(TEXT("Health"));
}
void AHeroCharacter::BeginPlay() {
Super::BeginPlay(); // always call Super
Health->OnDied.AddDynamic(this, &AHeroCharacter::HandleDied);
}
void AHeroCharacter::EndPlay(const EEndPlayReason::Type Reason) {
GetWorldTimerManager().ClearAllTimersForObject(this);
Super::EndPlay(Reason);
}
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.
- 4d ago First seen · 148 lines · 75 tokens per session scan A 9e62c3e78d29
unreal-cpp-architecture is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 75 tokens to every session and 1,906 once invoked, about $0.0003 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 2026-10-09.
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