pn-unreal-dev

pn-unreal-dev is a skill for Cursor from perniemann/pnCore. It costs 68 tokens per session (3,392 once invoked), scanned A, original, MIT.

A guide to developing games and tools with Unreal Engine, including C++, visual Blueprints, assets, materials, effects, editor automation, plugins, and performance work. Unreal Engine is a platform for creating interactive 3D applications and games.

In plain words
What is it for?
Use it to write Unreal C++, design Blueprint systems, build plugins, create or validate assets, automate the editor, configure materials or effects, and profile performance.
Why use it?
It helps keep Unreal projects organized and gives practical patterns for engine-specific code, asset creation, automation, validation, and optimization.

Skill for Cursor

Written for Cursor: shipped in a Cursor plugin.

Part of the pn-core plugin — 133 skills, 19 commands, 9 agents, 1 MCP server shipped together

Good fit Use it to write Unreal C++, design Blueprint systems, build plugins, create or validate assets, automate the editor, configure materials or effects, and profile performance.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/perniemann/pncore/pn-unreal-dev
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 perniemann/pnCore --skill pn-unreal-dev
Clone the repo
git clone --depth 1 https://github.com/perniemann/pnCore

Made for: Cursor.

Or install pn-core, the plugin that ships this one along with the rest of its 133 skills, 19 commands, 9 agents, 1 MCP server.

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 pn-unreal-dev

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

Your own site · 80×15
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Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,392 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.
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 $0.00068 $0.03392
Opus 5 $0.00034 $0.01696
Sonnet 5 $0.00014 $0.00678
Haiku 4.5 $0.00007 $0.00339

Measured 7d ago against content hash 6ff955e463a4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

pn-unreal-dev 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 7d 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.

packages/pn-core-mcp/content/skills/gamedev/pn-unreal-dev/SKILL.md · 170 lines

How it starts

The opening of the file, as written. The whole thing — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Engine development skill

When to use

  • Writing or refactoring Unreal C++ code
  • Setting up Blueprint conventions and patterns
  • Defining asset naming and project structure
  • Building Unreal plugins (modules, editor extensions, custom asset types)
  • Programmatic or live creation of uassets (materials, Niagara, PCG)
  • Automating editor workflows (Python, Editor Utility Widgets, UAT)
  • Creating or validating materials, Niagara systems, or PCG graphs
  • Optimizing tick, loading, or profiling

C++ patterns

  • UPROPERTY macros: Use for replicated, serialized, or Blueprint-exposed properties. Specify EditAnywhere, BlueprintReadOnly, Replicated, etc. as needed.
  • UFUNCTION macros: Use for Blueprint-callable or RPC functions. Specify BlueprintCallable, Server, Client, NetMulticast when relevant.
  • UCLASS macros: Use UCLASS() with BlueprintType, Config, etc. Inherit from UObject, AActor, UActorComponent, etc.
  • Gameplay Framework: Use GameMode (rules), GameState (replicated state), PlayerController (input, UI), Pawn (possessed entity), Character (pawn with capsule). Understand ownership and replication.
  • No raw pointers for UObjects: Use TObjectPtr (UE5) or UPROPERTY for UObject references so GC can track. Use raw pointers only for non-UObject or temporary scope.
  • GC-safe patterns: Avoid storing UObject pointers in non-UPROPERTY members; use weak references when needed.

Blueprint conventions

  • Naming: Use PascalCase for functions, variables. Prefix: BP_ for Blueprint assets, WBP_ for widgets, BPC_ for components.
  • Pure vs impure: Use pure (no side effects) for getters and calculations. Use impure for actions.
  • Event dispatchers: Use for decoupled communication. Name events clearly (e.g. OnHealthChanged, OnGameOver).
  • Interfaces: Use for cross-cutting behavior (e.g. Interactable, Damageable). Implement in Blueprint or C++.
  • Avoid spaghetti: Use function nodes, macros, or C++ for complex logic. Keep graphs readable.

Read the full file on GitHub · 170 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. 7d ago First seen · 170 lines · 68 tokens per session scan A 6ff955e463a4

Subscribe to this mod's changes

pn-unreal-dev is a skill published in the GitHub repository perniemann/pnCore (0 stars, last pushed 4d ago), licensed MIT. It adds 68 tokens to every session and 3,392 once invoked, about $0.0003 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.