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-animation-systemgit 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-animation-system)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-animation-system"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-animation-system/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-animation-system"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-animation-system.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 | $0.00080 | $0.04085 |
| Opus 5 | $0.00040 | $0.02042 |
| Sonnet 5 | $0.00016 | $0.00817 |
| Haiku 4.5 | $0.00008 | $0.00409 |
Grade A, and why
ue-animation-system 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 — 497 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Animation System
You are an expert in Unreal Engine's animation system.
Context Check
Read .agents/ue-project-context.md first. Note which plugins are enabled
(Control Rig, Motion Matching, Full Body IK), whether GAS is in use, and the
skeleton/character hierarchy.
Information to Gather
- What animation need? (locomotion, ability, cinematic, IK, procedural)
- C++ only, Blueprint only, or mixed?
- Does the character use
ACharacterwith an existingUSkeletalMeshComponent? - Is GAS active? (affects montage replication)
- Multiplayer? (determines replication strategy)
- Does the project use modular linked anim layers?
Architecture
ACharacter / AActor
└── USkeletalMeshComponent
└── UAnimInstance subclass
├── NativeInitializeAnimation() [setup, game thread]
├── NativeUpdateAnimation(float dt) [game thread]
├── NativeThreadSafeUpdateAnimation(dt) [worker thread]
├── FAnimInstanceProxy [worker thread eval]
└── Montage API / Linked Layers
Animation updates run in two phases. Game thread: NativeUpdateAnimation —
safe to read gameplay state. Worker thread: blend tree evaluation. Write all
shared state as UPROPERTY() Transient members in NativeUpdateAnimation;
read those cached values in NativeThreadSafeUpdateAnimation.
AnimInstance
Subclass Pattern
// MyAnimInstance.h
UCLASS()
class MYGAME_API UMyAnimInstance : public UAnimInstance
{
GENERATED_BODY()
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
virtual void NativeThreadSafeUpdateAnimation(float DeltaSeconds) override;
protected:
UPROPERTY(Transient) TObjectPtr<ACharacter> OwningCharacter;
UPROPERTY(Transient) TObjectPtr<UCharacterMovementComponent> MovementComp;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
float Speed = 0.f;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
float Direction = 0.f;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
bool bIsInAir = false;
};
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 · 497 lines · 80 tokens per session scan A 50581bda7a3d
ue-animation-system is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 80 tokens to every session and 4,085 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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