ue-mover

ue-mover is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 158 tokens per session (8,372 once invoked), scanned A, original, MIT.

A guide to Unreal Engine's Mover plugin, a system for defining how game characters and other objects move. It covers movement modes, modifiers, transitions, input, and rollback networking, which helps multiplayer games correct movement after network delays.

In plain words
What is it for?
Use it to create custom movement modes, layered moves, instant effects, mode transitions, input handling, and rollback movement for Mover pawns.
Why use it?
It removes guesswork when extending or debugging Mover-based movement, especially where plugins and networking backends must work together.

Skill for Claude CodeCodex

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

Good fit Use it to create custom movement modes, layered moves, instant effects, mode transitions, input handling, and rollback movement for Mover pawns.

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

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

agentmods 80×15 button for ue-mover

Your own site · 80×15
<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>
Per session 158 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 8,372 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 $0.00158 $0.08372
Opus 5.5 $0.00063 $0.03349
Sonnet 5.5 $0.00032 $0.01674
Haiku 4.5 $0.00016 $0.00837

Measured 25d ago against content hash 66514eea2001, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

skills/ue-mover/SKILL.md · 409 lines

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

Read the full file on GitHub · 409 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 · 409 lines · 158 tokens per session scan A 66514eea2001

Subscribe to this mod's changes

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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