ue-gameplay-cameras

ue-gameplay-cameras is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 168 tokens per session (8,303 once invoked), scanned A, original, MIT.

A guide to building and fixing cameras in Unreal Engine 5.8, including third-person, first-person, cinematic, shake, and blended views. Unreal Engine is a game engine for creating interactive 3D applications.

In plain words
What is it for?
Use it to configure spring-arm cameras, change view targets, add camera shakes and modifiers, and use Unreal's Gameplay Camera System.
Why use it?
It helps avoid using the wrong camera system, module, or outdated API when working with Unreal's camera features.

Skill for Claude CodeCodex

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

Good fit Use it to configure spring-arm cameras, change view targets, add camera shakes and modifiers, and use Unreal's Gameplay Camera System.

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Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-gameplay-cameras
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-gameplay-cameras
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-gameplay-cameras

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

agentmods 80×15 button for ue-gameplay-cameras

Your own site · 80×15
<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>
Per session 168 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 8,303 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.
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 $0.00168 $0.08303
Opus 5.5 $0.00067 $0.03321
Sonnet 5.5 $0.00034 $0.01661
Haiku 4.5 $0.00017 $0.00830

Measured 25d ago against content hash a1a5add9dc1e, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

skills/ue-gameplay-cameras/SKILL.md · 439 lines

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

Read the full file on GitHub · 439 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. 25d ago First seen · 439 lines · 168 tokens per session scan A a1a5add9dc1e

Subscribe to this mod's changes

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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