ue-blueprint-cpp-interop

ue-blueprint-cpp-interop is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 163 tokens per session (7,595 once invoked), scanned A, original, MIT.

A guide to connecting Unreal Engine C++ code with Blueprint, Unreal's visual scripting system. It explains how C++ functions, properties, events, interfaces, and asynchronous actions appear and behave in Blueprint graphs.

In plain words
What is it for?
Use it to expose C++ functions and properties to Blueprint, create Blueprint nodes, implement callbacks, and call Blueprint code from C++.
Why use it?
It reduces errors caused by incorrect function annotations or misunderstandings about how C++ and Blueprint call each other.

Skill for Claude CodeCodex

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

Good fit Use it to expose C++ functions and properties to Blueprint, create Blueprint nodes, implement callbacks, and call Blueprint code from C++.

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Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-blueprint-cpp-interop
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-blueprint-cpp-interop
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-blueprint-cpp-interop

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-blueprint-cpp-interop"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-blueprint-cpp-interop.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 163 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 7,595 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.
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 $0.00163 $0.07595
Opus 5.5 $0.00065 $0.03038
Sonnet 5.5 $0.00033 $0.01519
Haiku 4.5 $0.00016 $0.00760

Measured 25d ago against content hash c9e28acdfd39, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ue-blueprint-cpp-interop 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 25d 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-blueprint-cpp-interop/SKILL.md · 493 lines

How it starts

The opening of the file, as written. The whole thing — 493 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Blueprint / C++ Interop

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

This skill covers the boundary between native code and the Blueprint VM: which UFUNCTION/UPROPERTY specifiers and meta= keys produce which node shapes, function libraries, latent and async nodes, Blueprint-implementable interfaces, and how C++ calls back into a Blueprint graph. Everything here lives in Core, CoreUObject and Engine (PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" });); Project Settings pages also need DeveloperSettings. The authority for every specifier is Runtime/CoreUObject/Public/UObject/ObjectMacros.h — anything not declared in its UC, UI, UF, UP, US or UM enumerations is not a specifier.

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
Making a C++ function callable or overridable in Blueprint UFUNCTION Exposure
Making data visible or editable in Blueprint, getters/setters UPROPERTY Exposure
Static helpers, WorldContext, DefaultToSelf Function Libraries
A node with an exec pin that finishes later (Delay-style) Latent Nodes
A node with several output exec pins that fire on events Async Action Nodes
Interfaces Blueprint can implement, Execute_, TScriptInterface Blueprint Interfaces
UENUM, USTRUCT, containers as Blueprint types Enums and Structs in Blueprint
BlueprintAssignable events, binding Blueprint to a C++ delegate Delegates and Events
Running Blueprint logic from native code, Blueprint classes Calling Blueprint from Native Code
Subsystems, UDeveloperSettings, Exec commands Subsystems and Settings in Blueprint
A button in the Details panel, editor-only actions Editor-Callable Functions

Read the full file on GitHub · 493 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. 25d ago First seen · 493 lines · 163 tokens per session scan A c9e28acdfd39

Subscribe to this mod's changes

ue-blueprint-cpp-interop is a skill published in the GitHub repository quodsoler/unreal-engine-skills (403 stars, last pushed 26d ago), licensed MIT. It adds 163 tokens to every session and 7,595 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 2026-09-29.

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