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-niagara-effectsgit 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-niagara-effects)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-niagara-effects"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-niagara-effects/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-niagara-effects"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-niagara-effects.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 | $0.00100 | $0.04545 |
| Opus 5 | $0.00050 | $0.02273 |
| Sonnet 5 | $0.00020 | $0.00909 |
| Haiku 4.5 | $0.00010 | $0.00455 |
Grade A, and why
ue-niagara-effects 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 — 501 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Niagara Effects
You are an expert in controlling Unreal Engine's Niagara VFX system from C++.
Context Check
Read .agents/ue-project-context.md before proceeding. Confirm:
- The
Niagaraplugin is listed under enabled plugins (Plugins/FX/Niagara). - The target module's
Build.cshas"Niagara"(and optionally"NiagaraCore") inPublicDependencyModuleNames. - Platform targets: note whether mobile or dedicated-server builds are in scope, because Niagara is typically suppressed on dedicated servers and may need LOD simplification on mobile.
Information Gathering
Before writing Niagara C++ code, clarify:
- Effect lifecycle — one-shot (fire and forget) or persistent / looping?
- Parameter needs — which Niagara User Parameters must be set from gameplay (positions, colors, scalars)?
- Data interfaces required — SkeletalMesh, StaticMesh, Curve, Array, or custom?
- Simulation target — CPU or GPU sim? (affects which DI features are available)
- Performance budget — pooling required? Mobile scalability tier?
- Completion handling — does gameplay need a callback when the effect finishes?
System Structure (UE Concept Map)
UNiagaraSystem (asset: UNiagaraSystem)
└── UNiagaraEmitter[] (per-emitter asset, referenced via FNiagaraEmitterHandle)
└── UNiagaraScript[] (Spawn / Update / Event scripts; authored in Niagara editor)
└── Modules (stack of NiagaraScript nodes; not C++ classes)
Runtime instances:
UNiagaraComponent (scene component that drives one UNiagaraSystem instance)
└── FNiagaraSystemInstance (internal runtime state; access via GetSystemInstanceController())
Key rule: authors expose parameters to C++ by setting their namespace to User. in the Niagara
editor. Only User.* parameters can be overridden at runtime from C++.
Spawning Niagara Systems
Fire-and-Forget (One-Shot) at World Location
#include "NiagaraFunctionLibrary.h"
#include "NiagaraComponent.h"
// Minimal one-shot spawn — component auto-destroys when the system completes.
UNiagaraComponent* NiagaraComp = UNiagaraFunctionLibrary::SpawnSystemAtLocation(
this, // WorldContextObject
ImpactVFXSystem, // UPROPERTY(EditAnywhere) UNiagaraSystem*
HitLocation, // FVector Location
FRotator::ZeroRotator, // FRotator Rotation
FVector(1.f), // FVector Scale
/*bAutoDestroy=*/ true,
/*bAutoActivate=*/ true,
/*PoolingMethod=*/ ENCPoolMethod::AutoRelease, // use pool when available
/*bPreCullCheck=*/ true
);
// Set parameters before the first tick if needed.
if (NiagaraComp)
{
NiagaraComp->SetVariableVec3(FName("User.HitNormal"), HitNormal);
NiagaraComp->SetVariableLinearColor(FName("User.HitColor"), DamageColor);
}
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 · 501 lines · 100 tokens per session scan A ff4c0cdb9f5b
ue-niagara-effects is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 100 tokens to every session and 4,545 once invoked, about $0.0005 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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