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 qfoldit/Protein-Design-MCP --skill unreal-world-buildergit clone --depth 1 https://github.com/qfoldit/Protein-Design-MCPWrote 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/qfoldit/protein-design-mcp/unreal-world-builder)<a href="https://agentmods.dev/skills/qfoldit/protein-design-mcp/unreal-world-builder"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/unreal-world-builder/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/qfoldit/protein-design-mcp/unreal-world-builder"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/unreal-world-builder.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00117 | $0.00906 |
| Opus 5 | $0.00059 | $0.00453 |
| Sonnet 5 | $0.00023 | $0.00181 |
| Haiku 4.5 | $0.00012 | $0.00091 |
Grade A, and why
unreal-world-builder 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 11d 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 — 40 lines — stays where its author put it; the contents beside it link to each section on GitHub.
unreal-world-builder
Status: official. Built on EpicGames/unreal-engine-skills-for-claude-code-plugin, published by Epic Games directly.
Prerequisites (do not skip)
- Unreal Editor with BOTH plugins enabled: ModelContextProtocol AND AllToolsets (AllToolsets provides the tools -- without it the MCP server exposes none).
- MCP server running: console command
ModelContextProtocol.StartServer(orbAutoStartServer). bashon PATH (macOS/Linux native; Windows needs Git Bash or WSL).- Generate client config from the editor console:
ModelContextProtocol.GenerateClientConfig ClaudeCode(defaultlocalhost:8000, path/mcp).
UAG -> Unreal mapping
Use game-designer/references/uag_schema.md mapping table as the baseline (mesh -> StaticMeshActor, light -> Point/DirectionalLight actor, parent_child -> Attach, physics_collision -> collision component/preset, on_grab -> Enhanced Input + Interaction Component). Before calling any tool, use the meta-tools list_toolsets -> describe_toolset -> call_tool (tool search is on by default) rather than guessing tool names from memory.
Workflow
- Confirm the UAG passed
game-designer/scripts/uag_validate.py(re-run it if unsure -- do not export an unvalidated graph). list_toolsetsto see available domains (Actors/Scene, Blueprints, Materials, Niagara, UMG, Gameplay Ability System, Sequencer, etc.).- For each UAG node, map to the corresponding Unreal tool call per the table above; for
type/triggervalues with no established mapping (flagged aswarningsby the validator), stop and ask the user how they want it represented rather than guessing. - For interactions (
on_grab,on_proximity, etc.) needing custom logic beyond a direct tool call, prefer Blueprint tools overexecute_tool_scriptunless Python is specifically required -- see security note below.
Security (read before a live session)
- localhost is not a trust boundary -- any local process from the same user can connect. Don't run the MCP server on shared/untrusted machines or expose the port beyond loopback.
ProgrammaticToolset.execute_tool_scriptruns arbitrary Python inside the editor process with full project/asset access -- treat every call as privileged, and prefer it only when no dedicated tool covers the need.- Don't run with
--dangerously-skip-permissionsagainst a real project -- it removes per-tool confirmation. Use a disposable sandbox project instead if this mode is truly needed. - Commit or shelve in version control before a long MCP session -- tools mutate live
UObjects and can move/delete tracked assets in one call.
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.
- 11d ago First seen · 40 lines · 117 tokens per session scan A cde2610df247
unreal-world-builder is a skill published in the GitHub repository qfoldit/Protein-Design-MCP (1 stars, last pushed 14d ago), licensed Apache-2.0. It adds 117 tokens to every session and 906 once invoked, about $0.0006 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 2026-08-31.
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