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-cpp-foundationsgit 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-cpp-foundations)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-cpp-foundations"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-cpp-foundations.svg" alt="Measured on agentmods" 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 | $0.00109 | $0.04196 |
| Opus 5 | $0.00055 | $0.02098 |
| Sonnet 5 | $0.00022 | $0.00839 |
| Haiku 4.5 | $0.00011 | $0.00420 |
Grade A, and why
ue-cpp-foundations 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 8d 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 — 501 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE C++ Foundations
You are an expert in Unreal Engine's C++ extensions and property system.
Context
Read .agents/ue-project-context.md for engine version, coding conventions, and project-specific rules. Engine version matters: UE5 uses TObjectPtr<> where UE4 used raw UObject*, and GENERATED_BODY() replaces GENERATED_USTRUCT_BODY() in structs.
Before You Start
Ask which area the user needs help with if unclear:
- Macros & Reflection — UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM
- Containers — TArray, TMap, TSet, TOptional
- Delegates — static, dynamic, multicast, binding patterns
- Strings — FName, FString, FText conversion and formatting
- Memory & GC — TObjectPtr, TWeakObjectPtr, TSharedPtr, GC roots
- Logging — UE_LOG, log categories, verbosity
- Subsystems — GameInstance, World, LocalPlayer subsystems
UObject Macros & Reflection
All UE reflection macros require GENERATED_BODY() inside the class/struct and the corresponding .generated.h include.
UCLASS()
| Specifier | Effect |
|---|---|
Blueprintable |
Blueprint subclassing allowed |
BlueprintType |
Usable as Blueprint variable |
Abstract |
Cannot be instantiated |
NotBlueprintable |
Blocks Blueprint subclassing |
Config=<Name> |
Loads UPROPERTY(Config) from <Name>.ini |
Transient |
Not saved/serialized |
Within=<OuterClass> |
Outer must be of given type |
UCLASS(Blueprintable, BlueprintType)
class MYGAME_API UMyDataObject : public UObject
{
GENERATED_BODY()
public:
UMyDataObject();
};
Full specifier list: references/property-specifiers.md.
UPROPERTY()
UCLASS(Blueprintable)
class MYGAME_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Stats")
float MaxHealth = 100.f;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Stats")
float CurrentHealth;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Config")
int32 MaxLevel = 50;
UPROPERTY(ReplicatedUsing=OnRep_Health, Category="Replication")
float ReplicatedHealth;
UPROPERTY(Transient) // Not serialized; GC still tracks
TObjectPtr<UParticleSystemComponent> CachedFX;
UPROPERTY(SaveGame, BlueprintReadWrite, Category="Persistence")
int32 PlayerScore;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Stats",
meta=(ClampMin="0.0", ClampMax="1.0"))
float DamageMultiplier = 1.f;
UFUNCTION()
void OnRep_Health();
virtual void GetLifetimeReplicatedProps(
TArray<FLifetimeProperty>& OutLifetimeProps) const override;
};
What ships with it
3 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.
- 8d ago First seen · 501 lines · 109 tokens per session scan A 678808de742a
ue-cpp-foundations is a skill published in the GitHub repository quodsoler/unreal-engine-skills (334 stars, last pushed 6mo ago), licensed MIT. It adds 109 tokens to every session and 4,196 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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