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-tags-messaginggit 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-tags-messaging)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-gameplay-tags-messaging"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-gameplay-tags-messaging/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-tags-messaging"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-gameplay-tags-messaging.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 | $0.00161 | $0.06954 |
| Opus 5.5 | $0.00064 | $0.02782 |
| Sonnet 5.5 | $0.00032 | $0.01391 |
| Haiku 4.5 | $0.00016 | $0.00695 |
Grade A, and why
ue-gameplay-tags-messaging 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 — 431 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Gameplay Tags and Messaging
Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".
Gameplay Tags are a built-in runtime module, not a plugin: add "GameplayTags" to PublicDependencyModuleNames in your Build.cs and include GameplayTagContainer.h / NativeGameplayTags.h / GameplayTagsManager.h. This skill owns tag definition (native and ini), FGameplayTag, FGameplayTagContainer, FGameplayTagQuery, UGameplayTagsManager, editor filtering, and decoupled gameplay messaging — including the AsyncMessageSystem plugin (Experimental in 5.8).
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 |
|---|---|
| Declaring tags in C++, native tag macros, module setup | Native Tag Definitions |
Declaring tags in .ini, data tables, renaming a tag |
Ini and Data Table Tag Sources |
| Testing a tag, container membership, parent vs exact | Matching Semantics |
| Multi-tag conditions, AND/OR/NOT, designer-authored rules | Tag Queries |
| Actors exposing tags, gates and states built from tags | Tag-Driven Design |
| Sending tags over the network, tag cost, hot paths | Replication and Performance |
| Broadcasting events between systems without hard references | Decoupled Messaging |
Tag pickers, Categories filtering, per-team tag files |
Editor UX and Filtering |
Tag Sources
A tag must be registered before it can be requested. Four sources feed the one global dictionary held by UGameplayTagsManager:
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 · 431 lines · 161 tokens per session scan A 236c774aa5ff
ue-gameplay-tags-messaging is a skill published in the GitHub repository quodsoler/unreal-engine-skills (403 stars, last pushed 26d ago), licensed MIT. It adds 161 tokens to every session and 6,954 once invoked, about $0.0006 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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