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-gameplay-camerasgit 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-gameplay-cameras)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-gameplay-cameras"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-gameplay-cameras/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-gameplay-cameras"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-gameplay-cameras.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00168 | $0.08303 |
| Opus 5.5 | $0.00067 | $0.03321 |
| Sonnet 5.5 | $0.00034 | $0.01661 |
| Haiku 4.5 | $0.00017 | $0.00830 |
Grade A, and why
ue-gameplay-cameras 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 25d 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 — 439 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Gameplay Cameras
Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".
Two camera stacks ship in 5.8. The classic stack lives in the Engine module (Classes/Camera, Classes/GameFramework/SpringArmComponent.h) with shake patterns in the EngineCameras plugin and film-style cameras in CinematicCamera; the data-driven Gameplay Camera System lives in the GameplayCameras plugin (Experimental in 5.8, but enabled by default). Build.cs needs "Core", "CoreUObject", "Engine", plus "CinematicCamera" for cine cameras, "EngineCameras" for shake patterns, and "GameplayCameras" for the plugin.
Context
Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.
Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.
| Request is about… | Go to |
|---|---|
| Choosing between the two stacks | Classic Stack or Gameplay Camera System |
| Who computes the final view each frame | How the Classic Pipeline Runs |
| Third-person boom, camera lag, collision probe | Third-Person Spring Arm Camera |
| First-person camera, eye height, view rotation | First-Person Camera |
| Switching cameras, blending between actors | View Targets and Blending |
| Pitch clamps, FOV, fades, custom camera logic | Custom APlayerCameraManager |
| Persistent post-effects on the camera (lean, recoil, lock-on) | Camera Modifiers |
| Explosions, hits, world-space rumble | Camera Shakes |
| Focal length, aperture, focus, rails and cranes | Cinematic Cameras |
| Camera assets, rigs, directors, blends, control rotation | Gameplay Camera System |
| Writing a new camera node and evaluator | Custom Camera Node in C++ |
| Nothing renders, wrong camera, jitter | Debugging Cameras |
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.
- 25d ago First seen · 439 lines · 168 tokens per session scan A a1a5add9dc1e
ue-gameplay-cameras is a skill published in the GitHub repository quodsoler/unreal-engine-skills (403 stars, last pushed 26d ago), licensed MIT. It adds 168 tokens to every session and 8,303 once invoked, about $0.0007 per session on Opus 5.5. 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 2026-09-29.
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