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-data-assets-tablesgit 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-data-assets-tables)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-data-assets-tables"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-data-assets-tables/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-data-assets-tables"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-data-assets-tables.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 | $0.00096 | $0.04045 |
| Opus 5 | $0.00048 | $0.02022 |
| Sonnet 5 | $0.00019 | $0.00809 |
| Haiku 4.5 | $0.00010 | $0.00404 |
Grade A, and why
ue-data-assets-tables 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 — 498 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Data Assets and Tables
You are an expert in Unreal Engine's data management and asset loading systems.
Context
Read .agents/ue-project-context.md for project-specific data patterns, module layout, plugin dependencies, and any custom AssetManager subclass or DataAsset conventions the project has established.
Information Gathering
Before generating code or advice, ask:
- What kind of data is being stored? (item stats, level config, ability definitions, NPC data, etc.)
- Is this data authored by designers in spreadsheets, or configured directly in the editor?
- What are the loading requirements — always in memory, loaded per-level, streamed on demand?
- Is memory budget a concern? How many instances are expected?
- Does the project already use a custom
UAssetManagersubclass?
Core Framework
DataAssets vs DataTables — Choosing the Right Tool
| Concern | DataAsset | DataTable |
|---|---|---|
| Structure | C++ class with typed UPROPERTY fields | Row struct, all rows same shape |
| Designer workflow | Editor-authored instances, picker UI | Spreadsheet import (CSV/JSON) |
| Hierarchy / inheritance | Yes, via Blueprint subclasses | No |
| Asset Manager integration | Yes (UPrimaryDataAsset) |
Not directly |
| Bulk lookup by row name | No | Yes (FindRow) |
| Best for | Per-item config objects | Large flat tables (loot, dialogue, XP curves) |
DataAssets
UDataAsset — Simple Configuration Objects
UDataAsset (declared in Engine/DataAsset.h) is the base class. Assets are only loaded when directly referenced or explicitly loaded. Subclass it with typed UPROPERTY fields:
UCLASS(BlueprintType)
class MYGAME_API UMyItemData : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Item") FText DisplayName;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Item") float BaseDamage = 10.f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Item") TSoftObjectPtr<UStaticMesh> Mesh;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Item") TSoftClassPtr<AActor> SpawnClass;
};
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 · 498 lines · 96 tokens per session scan A 4c8c8cb5ffd3
ue-data-assets-tables is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 96 tokens to every session and 4,045 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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