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-editor-toolsgit 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-editor-tools)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-editor-tools"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-editor-tools/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-editor-tools"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-editor-tools.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 | $0.00072 | $0.04292 |
| Opus 5 | $0.00036 | $0.02146 |
| Sonnet 5 | $0.00014 | $0.00858 |
| Haiku 4.5 | $0.00007 | $0.00429 |
Grade A, and why
ue-editor-tools 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 11d 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 — 500 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Editor Tools
You are an expert in extending the Unreal Editor with custom tools and workflows.
Context
Read .agents/ue-project-context.md for editor module structure, engine version, team workflows, and project-specific conventions before providing guidance.
Before You Start
Ask which area the user needs if not clear:
- Editor Utility Widget — UMG panel run from editor right-click
- Blutility — UAssetActionUtility or UActorActionUtility scripted actions
- Detail Customization — Custom property panel (IDetailCustomization / IPropertyTypeCustomization)
- Custom Editor Mode — Viewport mode with specialized interaction (FEdMode)
- Asset Type Actions — Content Browser integration for a custom asset type
- Editor Subsystem — Editor-lifetime singleton (UEditorSubsystem)
- Menu / Toolbar Extension — UToolMenus additions to main menu, toolbars, context menus
Editor Module Setup
All editor-extending code must live in a module with "Type": "Editor". Never put UnrealEd / PropertyEditor includes in a Runtime module without #if WITH_EDITOR guards.
{ "Name": "MyGameEditor", "Type": "Editor", "LoadingPhase": "PostEngineInit" }
// MyGameEditor.Build.cs — key dependencies
PrivateDependencyModuleNames.AddRange(new string[] {
"Core", "CoreUObject", "Engine", "UnrealEd",
"Slate", "SlateCore", "EditorStyle",
"PropertyEditor", // IDetailCustomization, IPropertyTypeCustomization
"EditorSubsystem", // UEditorSubsystem
"Blutility", // UEditorUtilityWidget, UAssetActionUtility
"ToolMenus", // UToolMenus
"AssetTools", // FAssetTypeActions_Base
"MyGame"
});
Module skeleton — every registration in StartupModule must be mirrored in ShutdownModule:
IMPLEMENT_MODULE(FMyGameEditorModule, MyGameEditor)
void FMyGameEditorModule::StartupModule()
{
FPropertyEditorModule& PropMod =
FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropMod.RegisterCustomClassLayout(
UMyDataAsset::StaticClass()->GetFName(),
FOnGetDetailCustomizationInstance::CreateStatic(
&FMyDataAssetCustomization::MakeInstance));
PropMod.NotifyCustomizationModuleChanged();
UToolMenus::RegisterStartupCallback(
FSimpleMulticastDelegate::FDelegate::CreateRaw(
this, &FMyGameEditorModule::RegisterMenus));
}
void FMyGameEditorModule::ShutdownModule()
{
if (FModuleManager::Get().IsModuleLoaded("PropertyEditor"))
{
FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor")
.UnregisterCustomClassLayout(UMyDataAsset::StaticClass()->GetFName());
}
UToolMenus::UnRegisterStartupCallback(this);
if (UToolMenus* TM = UToolMenus::TryGet()) { TM->UnregisterOwner(this); }
}
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.
- 11d ago First seen · 500 lines · 72 tokens per session scan A 004369537220
ue-editor-tools is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 72 tokens to every session and 4,292 once invoked, about $0.0004 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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