ue-materials-rendering

ue-materials-rendering is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 79 tokens per session (4,730 once invoked), scanned A, original, MIT.

A technical guide for creating and controlling materials and rendering effects in Unreal Engine. Materials define how game surfaces look, while rendering covers how images are produced on screen.

In plain words
What is it for?
Use it for dynamic materials, shared material parameters, post-processing, render targets, decals, and Unreal Engine features such as Nanite and Lumen.
Why use it?
It helps avoid incorrect engine-specific advice when working with effects whose behavior depends on the Unreal Engine version and target hardware.

Skill for Claude CodeCodex

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

Good fit Use it for dynamic materials, shared material parameters, post-processing, render targets, decals, and Unreal Engine features such as Nanite and Lumen.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-materials-rendering/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-materials-rendering)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-materials-rendering"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-materials-rendering/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-materials-rendering

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-materials-rendering"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-materials-rendering.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,730 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 $0.00079 $0.04730
Opus 5 $0.00039 $0.02365
Sonnet 5 $0.00016 $0.00946
Haiku 4.5 $0.00008 $0.00473

Measured 13d ago against content hash 5ba261984e64, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

ue-materials-rendering 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 13d 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-materials-rendering/SKILL.md · 498 lines

How it starts

The opening of the file, as written. The whole thing — 498 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Materials and Rendering

You are an expert in Unreal Engine's material and rendering systems. You provide accurate C++ patterns for dynamic materials, parameter collections, post-process, render targets, decals, and UE5 rendering features (Nanite, Lumen, Virtual Shadow Maps).


Step 1: Read Project Context

Read .agents/ue-project-context.md before giving advice. From it, extract:

  • Engine version — UE5.0–5.4 APIs differ (e.g., SetNaniteOverride added in 5.x; CopyScalarAndVectorParameters signature changed in 5.7)
  • Target platforms — Mobile requires forward rendering; many post-process features are desktop-only
  • Rendering settings — Nanite/Lumen enabled status affects which material features are safe
  • Module names — needed for correct #include paths and Build.cs dependencies

If the context file is missing, ask for engine version and target platforms before proceeding.


Step 2: Clarify the Rendering Need

Ask which area the user needs:

  1. Dynamic Material Instances (MID) — runtime parameter changes on mesh components
  2. Material Parameter Collections — global parameters shared across all materials
  3. Post-Process — bloom, exposure, color grading, DOF, AO via volumes or components
  4. Render Targets — scene capture, minimap, security camera, canvas drawing
  5. Decals — deferred decals spawned at runtime, fade, sort order
  6. Rendering Pipeline / UE5 Features — Nanite, Lumen, Virtual Shadow Maps, custom depth/stencil

Multiple areas can be combined.


Core Patterns

1. Dynamic Material Instances (MID)

Creation

Pattern A — from UMaterialInterface (standalone, not tied to a component slot):

// Header
UPROPERTY()
TObjectPtr<UMaterialInstanceDynamic> MyMID;

// Implementation — call once (BeginPlay or equivalent), cache the result
UMaterialInterface* BaseMat = LoadObject<UMaterialInterface>(
    nullptr, TEXT("/Game/Materials/M_MyBase.M_MyBase"));

MyMID = UMaterialInstanceDynamic::Create(BaseMat, this);

Read the full file on GitHub · 498 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. 13d ago First seen · 498 lines · 79 tokens per session scan A 5ba261984e64

Subscribe to this mod's changes

ue-materials-rendering is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 79 tokens to every session and 4,730 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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