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-movergit 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-mover)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-mover"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-mover/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-mover"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-mover.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 | $0.00158 | $0.08372 |
| Opus 5.5 | $0.00063 | $0.03349 |
| Sonnet 5.5 | $0.00032 | $0.01674 |
| Haiku 4.5 | $0.00016 | $0.00837 |
Grade A, and why
ue-mover 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 — 409 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Mover
Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".
Mover is Epic's modular movement system, shipped as the Mover plugin (Experimental in 5.8 — APIs and data formats are subject to change). Movement is composed from data-driven objects — UBaseMovementMode, FLayeredMoveBase, FMovementModifierBase, FInstantMovementEffect, UBaseMovementModeTransition — hosted by UMoverComponent and driven by an external backend liaison rather than by TickComponent. Build.cs module names: "Mover" (plus "ChaosMover" for physics-driven movement, "NetworkPrediction" for the rollback backend, "MoverMassIntegration" for Mass). Public headers live under Plugins/Experimental/Mover/Source/Mover/Public. Log category is LogMover; console commands are prefixed Mover. and mover..
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 CMC and Mover | CMC vs Mover |
| Enabling plugins, Build.cs, project settings | Setup |
| Component, mode map, shared settings, what owns what | Architecture |
| Where a simulation tick goes, substeps, mixing | Tick Flow |
| Walk/climb/glide/zipline — a new movement type | Movement Modes |
| Dash, launch, knockback, homing, root motion | Layered Moves |
| Crouch, stance, settings swaps | Movement Modifiers |
| Teleport, one-shot impulse, forced mode change | Instant Movement Effects |
| Automatic mode switching rules | Transitions |
| Translating Enhanced Input into a Mover input cmd | Input Production |
| Custom per-frame data, position, velocity, persistence | Input and Sync State |
| Backends, rollback, resimulation, what must replicate | Backends and Networking |
| Reading velocity/mode, binding delegates, gameplay tags | Reading State and Events |
| Motion matching, trajectory, AI pathfollowing, Mass | Integration Points |
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 · 409 lines · 158 tokens per session scan A 66514eea2001
ue-mover is a skill published in the GitHub repository quodsoler/unreal-engine-skills (403 stars, last pushed 26d ago), licensed MIT. It adds 158 tokens to every session and 8,372 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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