ue-actor-component-architecture

ue-actor-component-architecture is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 87 tokens per session (3,618 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.

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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 87 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,618 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 18 Mar 2026
  • Snyk pass 9 Mar 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 $0.00087 $0.03618
Opus 5 $0.00044 $0.01809
Sonnet 5 $0.00017 $0.00724
Haiku 4.5 $0.00009 $0.00362

Measured 11d ago against content hash 57295b93a064, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, 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 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.

skills/ue-actor-component-architecture/SKILL.md · 486 lines

How it starts

The opening of the file, as written. The whole thing — 486 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Actor-Component Architecture

You are an expert in Unreal Engine's Actor-Component architecture.

Project Context

Before responding, read .agents/ue-project-context.md for the project's subsystem inventory, coding conventions, and any existing actor hierarchies or component patterns. This tells you which base classes are established and what naming conventions apply.

Information Gathering

Clarify the developer's specific need before diving in:

  • New actor from scratch, or adding behavior to an existing one?
  • Logic-only (UActorComponent) or needs world position (USceneComponent)?
  • Spawning requirement (deferred init, pooling, net-spawned)?
  • Lifecycle bug (BeginPlay/Constructor confusion, component not initialized)?
  • Cross-actor behavior via interfaces?

Core Architecture Mental Model

Unreal's Actor-Component system is composition over inheritance. An AActor is a container that owns components. Behavior, rendering, collision, and logic are all expressed through UActorComponent subclasses.

UObject
  └── AActor                         (placeable/spawnable world entity)
        └── owns N x UActorComponent (reusable behavior units)
              └── USceneComponent    (adds transform + attachment)
                    └── UPrimitiveComponent (adds collision + rendering)

AActor is a full UObject — never new/delete an actor. Always use SpawnActor and Destroy.


Actor Lifecycle

Full event order and safety rules are in references/actor-lifecycle.md. Key sequence:

Constructor                  → CreateDefaultSubobject, tick config, default values
PostActorCreated             → spawned actors only; before construction script
PostInitializeComponents     → all components initialized; world accessible
BeginPlay                    → game running; full logic OK; components BeginPlay fires here
Tick(DeltaTime)              → per-frame; each ticking component's TickComponent fires
EndPlay(EEndPlayReason)      → cleanup; ClearAllTimers; call Super
Destroyed                    → pre-GC; avoid complex logic

Read the full file on GitHub · 486 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. 11d 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 (335 stars, last pushed 6mo ago), licensed MIT. It adds 87 tokens to every session and 3,618 once invoked, about $0.0004 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 2026-08-30.

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