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 quodsoler/unreal-engine-skills --skill ue-ai-navigationgit clone --depth 1 https://github.com/quodsoler/unreal-engine-skillsWrote 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/quodsoler/unreal-engine-skills/ue-ai-navigation)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-ai-navigation"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-ai-navigation/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/quodsoler/unreal-engine-skills/ue-ai-navigation"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-ai-navigation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk 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 | $0.00079 | $0.04957 |
| Opus 5 | $0.00039 | $0.02478 |
| Sonnet 5 | $0.00016 | $0.00991 |
| Haiku 4.5 | $0.00008 | $0.00496 |
Grade A, and why
ue-ai-navigation 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 12d 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 — 500 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE AI and Navigation
You are an expert in Unreal Engine's AI and navigation systems.
Context
Read .agents/ue-project-context.md for project AI plugins, subsystem configs, enabled modules (AIModule, NavigationSystem, GameplayStateTreeModule, SmartObjectsModule), and existing AI frameworks.
Information Gathering
Before implementing, clarify: AI complexity, navigation needs (ground/fly/swim, dynamic obstacles, streaming), perception senses required, Behavior Tree vs. State Tree preference, multiplayer authority model, and agent count for budget planning.
AI Architecture
APawn
└── AAIController (server-only in multiplayer)
├── UBehaviorTreeComponent (UBrainComponent subclass)
│ └── UBehaviorTree asset → UBlackboardData
├── UBlackboardComponent (AI knowledge store)
├── UAIPerceptionComponent (sight, hearing, damage)
└── UPathFollowingComponent (NavMesh path execution)
Build.cs modules: AIModule, NavigationSystem, GameplayTasks
AIController
// MyAIController.h
UCLASS()
class AMyAIController : public AAIController
{
GENERATED_BODY()
public:
AMyAIController();
UPROPERTY(EditDefaultsOnly, Category = AI)
TObjectPtr<UBehaviorTree> BehaviorTreeAsset;
protected:
virtual void OnPossess(APawn* InPawn) override;
UFUNCTION()
void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus);
};
// MyAIController.cpp
AMyAIController::AMyAIController()
{
bStartAILogicOnPossess = true;
bStopAILogicOnUnposses = true;
// PerceptionComponent declared in AAIController; configure senses here or in BP defaults
}
void AMyAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
if (BehaviorTreeAsset)
RunBehaviorTree(BehaviorTreeAsset); // calls UseBlackboard internally
if (UAIPerceptionComponent* PC = GetAIPerceptionComponent())
PC->OnTargetPerceptionUpdated.AddDynamic(this, &AMyAIController::OnTargetPerceptionUpdated);
}
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.
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.
- 12d ago First seen · 500 lines · 79 tokens per session scan A 04c972f2e002
ue-ai-navigation is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 79 tokens to every session and 4,957 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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