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-blueprint-cpp-interopgit 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-blueprint-cpp-interop)<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.
<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>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 | $0.00163 | $0.07595 |
| Opus 5.5 | $0.00065 | $0.03038 |
| Sonnet 5.5 | $0.00033 | $0.01519 |
| Haiku 4.5 | $0.00016 | $0.00760 |
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.
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 |
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.
- 25d ago First seen · 493 lines · 163 tokens per session scan A c9e28acdfd39
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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