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 MonumentalSystems/Atlas-Agent-Teams --skill unrealgit clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/unreal)<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.
<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>- 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 | $0.00021 | $0.01436 |
| Opus 5 | $0.00010 | $0.00718 |
| Sonnet 5 | $0.00004 | $0.00287 |
| Haiku 4.5 | $0.00002 | $0.00144 |
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.
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;
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.
- 8d ago First seen · 234 lines · 21 tokens per session scan A 5179cdc6fda0
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.
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.
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).
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…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
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.