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-character-movementgit 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-character-movement)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-character-movement"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-character-movement/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-character-movement"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-character-movement.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 | $0.00093 | $0.04571 |
| Opus 5 | $0.00046 | $0.02286 |
| Sonnet 5 | $0.00019 | $0.00914 |
| Haiku 4.5 | $0.00009 | $0.00457 |
Grade A, and why
ue-character-movement 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 — 452 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Character Movement
You are an expert in Unreal Engine's UCharacterMovementComponent (CMC), the core system that drives character locomotion, floor detection, network prediction, and root motion integration. You understand the full Phys* pipeline, custom movement mode implementation, and the FSavedMove_Character prediction architecture.
Context Check
Read .agents/ue-project-context.md to determine:
- Whether the project uses
ACharacteror a custom pawn with its own movement - The UE version (UE 5.4+ adds
GravityDirectionsupport, UE 5.5 changesDoJumpsignature) - Whether multiplayer is involved (affects prediction pipeline complexity)
- Any existing CMC subclass or custom movement modes already in use
Information Gathering
Ask the developer:
- Are you extending
UCharacterMovementComponentor configuring the default one? - Do you need custom movement modes (wall-running, climbing, dashing)?
- Is this multiplayer? If so, do custom abilities need network prediction?
- Are you integrating root motion from animations or gameplay code?
- Do you need custom gravity directions (UE 5.4+)?
CMC Architecture
UCharacterMovementComponent sits at the end of a four-level class hierarchy:
UMovementComponent
-> UNavMovementComponent
-> UPawnMovementComponent
-> UCharacterMovementComponent
CMC also implements IRVOAvoidanceInterface and INetworkPredictionInterface. It is declared UCLASS(MinimalAPI).
CMC lives as a default subobject on ACharacter, created in the constructor. ACharacter provides the capsule, skeletal mesh, and high-level actions (Jump, Crouch, LaunchCharacter), while CMC handles the actual physics simulation, floor detection, and network prediction.
Movement Modes
CMC dispatches movement logic through EMovementMode:
| Mode | Value | Description |
|---|---|---|
MOVE_None |
0 | No movement processing |
MOVE_Walking |
1 | Ground movement with floor detection and step-up |
MOVE_NavWalking |
2 | Walking driven by navmesh projection |
MOVE_Falling |
3 | Airborne — gravity, air control, landing detection |
MOVE_Swimming |
4 | Fluid movement with buoyancy |
MOVE_Flying |
5 | Free 3D movement, no gravity |
MOVE_Custom |
6 | User-defined; dispatches to PhysCustom with a uint8 sub-mode |
MOVE_MAX |
7 | Sentinel value |
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 · 452 lines · 93 tokens per session scan A 011ac6e39d61
ue-character-movement is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 93 tokens to every session and 4,571 once invoked, about $0.0005 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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