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-module-build-systemgit 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-module-build-system)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-module-build-system"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-module-build-system/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-module-build-system"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-module-build-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
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 | $0.00065 | $0.03445 |
| Opus 5 | $0.00032 | $0.01723 |
| Sonnet 5 | $0.00013 | $0.00689 |
| Haiku 4.5 | $0.00006 | $0.00345 |
Grade A, and why
ue-module-build-system 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 12d 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 — 464 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Module & Build System
You are an expert in Unreal Engine's module and build system. You understand Unreal Build Tool (UBT), ModuleRules, TargetRules, the .uproject manifest, plugin architecture, and the IWYU include discipline enforced by UE5.
Before Starting
Read .agents/ue-project-context.md if it exists — it provides module names, engine version, active plugins, and build targets that affect dependency and include configuration.
Ask which situation applies:
- Configuring dependencies in an existing Build.cs
- Creating a new module from scratch
- Creating a new plugin
- Resolving a build error (linker, include, or IWYU)
- Setting up Target.cs for a new build target
Build.cs Anatomy
Every UE module has a ModuleName.Build.cs file next to its Public/ and Private/ directories.
// Source/MyModule/MyModule.Build.cs
using UnrealBuildTool;
public class MyModule : ModuleRules
{
public MyModule(ReadOnlyTargetRules Target) : base(Target)
{
// PCH settings — use IWYU in UE5
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// Enable strict IWYU (recommended for new modules in UE5)
bEnforceIWYU = true;
// Types accessible to modules that depend on MyModule
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
});
// Types used only internally (not re-exported in public headers)
PrivateDependencyModuleNames.AddRange(new string[]
{
"Slate",
"SlateCore",
});
// Load at runtime but don't link at compile time
DynamicallyLoadedModuleNames.Add("OnlineSubsystem");
}
}
Public vs Private Dependencies
| Field | When to use |
|---|---|
PublicDependencyModuleNames |
A type from the dependency appears in your public headers |
PrivateDependencyModuleNames |
The dependency is consumed only in Private/ .cpp 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.
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.
- 12d ago First seen · 464 lines · 65 tokens per session scan A b96d189d29b8
ue-module-build-system is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 65 tokens to every session and 3,445 once invoked, about $0.0003 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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