ue-editor-tools

ue-editor-tools is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 72 tokens per session (4,292 once invoked), scanned A, original, MIT.

A set of instructions for building custom tools and workflows inside the Unreal Editor, the editor used to create Unreal Engine games and applications.

In plain words
What is it for?
It covers editor panels, scripted asset actions, custom property views, editor modes, asset integrations, subsystems, menus, toolbars, and asset operations.
Why use it?
It helps developers choose the right Unreal Editor extension type and keep editor-only code in the correct module.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It covers editor panels, scripted asset actions, custom property views, editor modes, asset integrations, subsystems, menus, toolbars, and asset operations.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-editor-tools
Install

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.

Any agent
npx skills add quodsoler/unreal-engine-skills --skill ue-editor-tools
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for ue-editor-tools

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-editor-tools/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-editor-tools)
Your own site
<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.

agentmods 80×15 button for ue-editor-tools

Your own site · 80×15
<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>
Per session 72 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,292 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 9 Mar 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash 004369537220, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/ue-editor-tools/SKILL.md · 500 lines

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); }
}

Read the full file on GitHub · 500 lines

Files

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.

Changes

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.

  1. 11d ago First seen · 500 lines · 72 tokens per session scan A 004369537220

Subscribe to this mod's changes

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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