unreal

unreal is a skill for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 21 tokens per session (1,436 once invoked), scanned A, original, MIT.

A guide to Unreal Engine, a game-development tool that uses Actors as world objects and Components to add behaviour. It explains how to organize projects across C++ and visual Blueprints.

In plain words
What is it for?
Use it to work on Unreal projects containing C++ classes, Blueprints, maps, materials, meshes, audio, and configuration.
Why use it?
It helps developers choose and apply Unreal's built-in structures consistently when adding gameplay, UI, systems, and content.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the game-dev plugin — 6 skills, 1 command, 5 agents shipped together

Good fit Use it to work on Unreal projects containing C++ classes, Blueprints, maps, materials, meshes, audio, and configuration.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/monumentalsystems/atlas-agent-teams/unreal
Install

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.

Any agent
npx skills add MonumentalSystems/Atlas-Agent-Teams --skill unreal
Clone the repo
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install game-dev, the plugin that ships this one along with the rest of its 6 skills, 1 command, 5 agents.

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 unreal

README.md
[![agentmods](https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/unreal/github.svg)](https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/unreal)
Your own site
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/unreal"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/unreal/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 unreal

Your own site · 80×15
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/unreal"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/unreal.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 21 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,436 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00021 $0.01436
Opus 5 $0.00010 $0.00718
Sonnet 5 $0.00004 $0.00287
Haiku 4.5 $0.00002 $0.00144

Measured 8d ago against content hash 5179cdc6fda0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

unreal 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 8d 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.

teams/game-dev/skills/unreal/SKILL.md · 234 lines

How it starts

The opening of the file, as written. The whole thing — 234 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Engine Development Skill

Engine Detection

Look for: .uproject, .Build.cs, .uplugin, Source/, Content/, Config/DefaultEngine.ini, Binaries/

Project Structure

MyGame/
  Source/
    MyGame/
      Public/           # Headers (.h)
        Player/
        Enemies/
        UI/
        Systems/
      Private/          # Implementation (.cpp)
        Player/
        Enemies/
        UI/
        Systems/
      MyGame.Build.cs
      MyGame.h
  Content/
    Blueprints/
    Maps/
    Materials/
    Textures/
    Meshes/
    Audio/
    UI/
  Config/
    DefaultEngine.ini
    DefaultGame.ini
    DefaultInput.ini
  Plugins/
  MyGame.uproject

Actor/Component Architecture

Unreal uses an Actor/Component model. Actors are placed in the world, Components add functionality:

// Header - Public/Player/MyCharacter.h
UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
    GENERATED_BODY()

public:
    AMyCharacter();

protected:
    virtual void BeginPlay() override;
    virtual void Tick(float DeltaTime) override;
    virtual void SetupPlayerInputComponent(UInputComponent* Input) override;
    virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
    float MaxHealth = 100.f;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
    UHealthComponent* HealthComponent;

    UFUNCTION(BlueprintCallable, Category = "Combat")
    void TakeDamage(float Amount, AActor* DamageCauser);

private:
    UPROPERTY()
    float CurrentHealth;
};
// Implementation - Private/Player/MyCharacter.cpp
AMyCharacter::AMyCharacter()
{
    PrimaryActorTick.bCanEverTick = true;
    HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("HealthComp"));
}

void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();
    CurrentHealth = MaxHealth;
}

UPROPERTY Specifiers

// Editable in editor, readable/writable in Blueprints
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
float Speed;

// Only visible in editor, read-only in Blueprints
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
USceneComponent* Root;

// Replicated for multiplayer
UPROPERTY(Replicated)
int32 Score;

// Replicated with notification
UPROPERTY(ReplicatedUsing = OnRep_Health)
float Health;

Read the full file on GitHub · 234 lines

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. 8d ago First seen · 234 lines · 21 tokens per session scan A 5179cdc6fda0

Subscribe to this mod's changes

unreal is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 1mo ago), licensed MIT. It adds 21 tokens to every session and 1,436 once invoked, about $0.0001 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 2026-09-03.

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