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-pcg-pythongit 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-pcg-python)<a href="https://agentmods.dev/skills/maystudios/claude-skills/unreal-pcg-python"><img src="https://agentmods.dev/badge/skills/maystudios/claude-skills/unreal-pcg-python/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-pcg-python"><img src="https://agentmods.dev/badge/skills/maystudios/claude-skills/unreal-pcg-python.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 | $0.00121 | $0.02448 |
| Opus 5.5 | $0.00048 | $0.00979 |
| Sonnet 5.5 | $0.00024 | $0.00490 |
| Haiku 4.5 | $0.00012 | $0.00245 |
Grade A, and why
unreal-pcg-python 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 2mo 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 — 223 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Engine PCG Python Integration Guide
Overview
Python interacts with UE5's Procedural Content Generation (PCG) framework at two levels:
- PCGPythonInterop Plugin (UE 5.5+, Beta) -- An editor-only PCG graph node ("Execute Python Script") that runs Python code mid-graph.
- PCG Python API (UE 5.2+) -- Standard
unrealmodule classes (PCGComponent,PCGBlueprintElement, etc.) for editor automation and custom node logic.
Important: All PCG Python functionality is editor-only. Python cannot run in packaged builds or at game runtime.
Official Documentation
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.
- 2mo ago First seen · 223 lines · 121 tokens per session scan A 7f896ae266c7
unreal-pcg-python is a skill published in the GitHub repository maystudios/claude-skills (26 stars, last pushed 2mo ago), licensed MIT. It adds 121 tokens to every session and 2,448 once invoked, about $0.0005 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 2026-08-30.
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