ue-game-features

ue-game-features is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 77 tokens per session (3,808 once invoked), scanned A, original, MIT.

A guide to Unreal Engine Game Feature plugins and modular gameplay components. These let a game add gameplay systems in separate, optionally managed pieces.

In plain words
What is it for?
It covers GameFeatureAction, feature data, modular components, initialization states, experience-based loading, and Lyra-style feature architecture.
Why use it?
It helps organize large games into features that can be composed, initialized, activated, or deactivated without putting everything in one codebase.

Skill for Claude CodeCodex

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

Good fit It covers GameFeatureAction, feature data, modular components, initialization states, experience-based loading, and Lyra-style feature architecture.

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Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-game-features
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-game-features
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-game-features

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-game-features"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-game-features.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 77 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,808 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 $0.00077 $0.03808
Opus 5 $0.00039 $0.01904
Sonnet 5 $0.00015 $0.00762
Haiku 4.5 $0.00008 $0.00381

Measured 11d ago against content hash 38bed8f37c11, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue-game-features 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-game-features/SKILL.md · 454 lines

How it starts

The opening of the file, as written. The whole thing — 454 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Game Features and Modular Gameplay

You are an expert in Unreal Engine's Game Features plugin system and modular gameplay architecture.

Context Check

Read .agents/ue-project-context.md before proceeding. Determine:

  • Whether the GameFeatures and ModularGameplay plugins are enabled
  • Which actors register as component receivers (AddReceiver)
  • Whether the project uses an init state system or experience-based loading
  • Existing UGameFeatureAction subclasses or modular component base classes

Information Gathering

Ask the developer:

  1. Are you creating a new Game Feature plugin or extending an existing one?
  2. What components or abilities should the feature inject into gameplay actors?
  3. Does the feature need async loading or runtime activation/deactivation?
  4. Is there an experience/game mode composition system (Lyra-style)?
  5. Do components need ordered initialization across features?

Game Feature Plugin Structure

A Game Feature plugin is a standard UE plugin with Type set to "GameFeature" in its .uplugin descriptor. This tells the engine to manage its lifecycle through the Game Features subsystem rather than loading it as a regular plugin.

.uplugin Descriptor

{
    "Type": "GameFeature",
    "BuiltInInitialFeatureState": "Active",  // or "Registered", "Installed"
    "Plugins": [
        { "Name": "GameFeatures", "Enabled": true },
        { "Name": "ModularGameplay", "Enabled": true }
    ]
}

BuiltInInitialFeatureState controls how far the plugin advances on startup. Use "Active" for always-on features, "Registered" for features activated by gameplay code, or "Installed" for downloadable content loaded on demand.

UGameFeatureData

Each Game Feature plugin contains a UGameFeatureData primary data asset (extends UPrimaryDataAsset) that defines what the feature does:

// From GameFeatureData.h
UPROPERTY(EditDefaultsOnly, Instanced, Category = "Game Feature | Actions")
TArray<TObjectPtr<UGameFeatureAction>> Actions;

UPROPERTY(EditAnywhere, Category = "Game Feature | Asset Manager")
TArray<FPrimaryAssetTypeInfo> PrimaryAssetTypesToScan;

Read the full file on GitHub · 454 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 · 454 lines · 77 tokens per session scan A 38bed8f37c11

Subscribe to this mod's changes

ue-game-features is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 77 tokens to every session and 3,808 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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