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 maystudios/claude-skills --skill unreal-blueprint-codegengit clone --depth 1 https://github.com/maystudios/claude-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/maystudios/claude-skills/unreal-blueprint-codegen)<a href="https://agentmods.dev/skills/maystudios/claude-skills/unreal-blueprint-codegen"><img src="https://agentmods.dev/badge/skills/maystudios/claude-skills/unreal-blueprint-codegen/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/maystudios/claude-skills/unreal-blueprint-codegen"><img src="https://agentmods.dev/badge/skills/maystudios/claude-skills/unreal-blueprint-codegen.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00205 | $0.03153 |
| Opus 5 | $0.00102 | $0.01577 |
| Sonnet 5 | $0.00041 | $0.00631 |
| Haiku 4.5 | $0.00020 | $0.00315 |
Grade A, and why
unreal-blueprint-codegen 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 10d 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 — 192 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Engine Blueprint Code Generation (UE 5.4–5.7)
Generate complete .uasset files (Blueprints, Widget Blueprints, domain assets) from C++ in an editor module. Validated against UE 5.7. Most patterns work back to 5.4.
When this skill applies
User wants to author asset content programmatically — variables, function graphs, event-graph wiring, widget hierarchies, UMG animations, custom asset graphs — instead of clicking through the editor. Typical use case: generating Marketplace sample content (Quick-Start, walkthrough, demo conversations) so it can be regenerated reproducibly instead of hand-pruning binary .uasset files.
If the user only wants runtime widget instantiation (CreateWidget / WidgetTree->ConstructWidget at game time), this skill is overkill — that's just normal UMG.
Hard prerequisites
- C++ editor module with
Type=Editor(orUncookedOnly). Python cannot author event graphs —UEdGraph/UK2Node_*are not exposed. Set up aUBlueprintFunctionLibraryin C++ and call its UFUNCTIONs from Python if a Python entry point is needed. - Module must depend on at least:
UnrealEd,BlueprintGraph,Kismet,KismetCompiler,AssetTools,AssetRegistry. AddUMG,UMGEditor,MovieScene,MovieSceneTracksfor Widget Blueprints. See assets/experiment-module-template/ for a working.Build.cs. - IWYU: include each engine header explicitly. Forward-declare
UPackage/UObjectetc. in your own headers; pull full headers in.cpponly.
The 30-second mental model
Asset = UPackage + UObject (e.g. UBlueprint / UWidgetBlueprint / UMyAsset)
|
+-- source UEdGraph (editor-only, what designers see)
| +-- UK2Node_* / UEdGraphNode_* (the boxes)
| +-- UEdGraphPin (the wires)
|
+-- generated UClass <- produced by CompileBlueprint
+-- FProperty / UFunction (what code uses at runtime)
What ships with it
10 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.
- assets/experiment-module-template/Source/MyExperimentEditor/MyExperimentEditor.Build.cs 1.1 KB
- assets/experiment-module-template/Source/MyExperimentEditor/Private/MyExperimentEditorModule.cpp 139 B
- assets/experiment-module-template/Source/MyExperimentEditor/Private/MyExperimentLibrary.cpp 7.7 KB
- assets/experiment-module-template/Source/MyExperimentEditor/Public/MyExperimentEditorModule.h 237 B
- assets/experiment-module-template/Source/MyExperimentEditor/Public/MyExperimentLibrary.h 1.2 KB
- assets/experiment-module-template/uplugin-snippet.json 254 B
- references/caveats.md 10 KB
- references/k2node-cookbook.md 13 KB
- references/two-pass-compile.md 7.3 KB
- references/widget-blueprint-cookbook.md 13 KB
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.
- 10d ago First seen · 192 lines · 205 tokens per session scan A e2ed4a24c539
unreal-blueprint-codegen is a skill published in the GitHub repository maystudios/claude-skills (22 stars, last pushed 25d ago), licensed MIT. It adds 205 tokens to every session and 3,153 once invoked, about $0.0010 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 2026-08-30.
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using-bgs-archive
Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".
level-actors
List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.
materials
Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a…
vibeue
Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's…
gameplay-tags
Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).