ue-actor-component-architecture

ue-actor-component-architecture is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 164 tokens per session (7,392 once invoked), scanned A, original, MIT.

A set of instructions for designing Unreal Engine Actors and components. An Actor is an object in the game world; components hold reusable behavior, such as movement, rendering, or collision.

In plain words
What is it for?
Use it when creating or changing Actors and components, handling BeginPlay or EndPlay, spawning objects, initializing components, or connecting objects through interfaces.
Why use it?
It helps choose between putting logic in an Actor or a component and avoid mistakes with setup, spawning, attachments, and lifecycle events.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it when creating or changing Actors and components, handling BeginPlay or EndPlay, spawning objects, initializing components, or connecting objects through interfaces.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-actor-component-architecture
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 quodsoler/unreal-engine-skills --skill ue-actor-component-architecture
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

Made for: Claude Code, Codex.

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 ue-actor-component-architecture

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-actor-component-architecture/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-actor-component-architecture)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-actor-component-architecture"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-actor-component-architecture/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 ue-actor-component-architecture

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-actor-component-architecture"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-actor-component-architecture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 164 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 7,392 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. Third-party audits
  • Socket pass 29 Sept 2026
  • Snyk pass 29 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 $0.00164 $0.07392
Opus 5.5 $0.00066 $0.02957
Sonnet 5.5 $0.00033 $0.01478
Haiku 4.5 $0.00016 $0.00739

Measured 1mo ago against content hash ba94a6cd2d45, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ue-actor-component-architecture 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 1mo 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.

skills/ue-actor-component-architecture/SKILL.md · 476 lines

How it starts

The opening of the file, as written. The whole thing — 476 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Actor-Component Architecture

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Build actors out of components: lifecycle hooks in the right order, spawning (immediate, deferred, pooled), component creation and attachment, ticking, and C++ interfaces. Everything here is in the Engine module (GameFramework/Actor.h, Components/ActorComponent.h, Components/SceneComponent.h, Engine/World.h) on top of CoreUObject; a game module's Build.cs needs "Core", "CoreUObject", "Engine".

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about… Go to
Where code belongs: constructor, PostInitializeComponents, BeginPlay, EndPlay Actor Lifecycle
Creating, attaching, activating components Component System
Overriding component hooks (OnRegister, InitializeComponent, TickComponent) Component Lifecycle Hooks
SpawnActor, deferred spawn, pooling Spawning
Tick groups, tick interval, prerequisites, tick vs timer Ticking
Cross-actor capability without casting Interfaces
Splitting a fat actor into components, data-driven loadouts Composition Patterns
Full event order, EEndPlayReason, network and child-actor timing references/actor-lifecycle.md
Which built-in component to use, header paths, member APIs references/component-types.md

Mental Model

UObject
  └── AActor                            placeable/spawnable; owns components      GameFramework/Actor.h
        └── UActorComponent             logic only, no transform                  Components/ActorComponent.h
              └── USceneComponent       transform + attachment tree               Components/SceneComponent.h
                    └── UPrimitiveComponent  rendering + collision + physics      Components/PrimitiveComponent.h

Read the full file on GitHub · 476 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 1mo ago Changed · -10 lines · +77 tokens per session ba94a6cd2d45
  2. 2mo ago First seen · 486 lines · 87 tokens per session scan A 57295b93a064

Subscribe to this mod's changes

ue-actor-component-architecture is a skill published in the GitHub repository quodsoler/unreal-engine-skills (439 stars, last pushed 1mo ago), licensed MIT. It adds 164 tokens to every session and 7,392 once invoked, about $0.0007 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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