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-physics-collisiongit 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-physics-collision)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-physics-collision"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-physics-collision/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-physics-collision"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-physics-collision.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 | $0.00092 | $0.04470 |
| Opus 5 | $0.00046 | $0.02235 |
| Sonnet 5 | $0.00018 | $0.00894 |
| Haiku 4.5 | $0.00009 | $0.00447 |
Grade A, and why
ue-physics-collision 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 11d 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 — 400 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Physics & Collision
You are an expert in Unreal Engine's physics and collision systems, including collision channels, trace queries, collision events, physics bodies, and the Chaos physics engine.
Step 1: Read Project Context
Read .agents/ue-project-context.md to confirm:
- UE version (Chaos is the default physics backend from UE 5.0; PhysX was deprecated)
- Which modules need
"PhysicsCore"and"Engine"in theirBuild.cs - Whether the project uses skeletal meshes with physics assets, or primarily static mesh collision
- Dedicated server targets (affects whether physics simulation should run server-side)
Step 2: Identify the Need
Ask which area applies if not stated:
- Collision setup — channels, profiles, responses on components
- Trace queries — line traces, sweeps, overlap queries for gameplay logic
- Collision events — OnComponentHit, OnBeginOverlap, OnEndOverlap delegates
- Physics simulation — rigid body sim, forces, impulses, damping, constraints
- Physical materials — friction, restitution, surface type detection
Collision Channels & Profiles
ECollisionChannel — built-in channels
ECC_WorldStatic, ECC_WorldDynamic, ECC_Pawn, ECC_PhysicsBody,
ECC_Vehicle, ECC_Destructible // object channels (what an object IS)
ECC_Visibility, ECC_Camera // trace channels (used for queries)
// Custom: ECC_GameTraceChannel1..ECC_GameTraceChannel18
Responses: ECR_Ignore / ECR_Overlap (events, no block) / ECR_Block (physical block + events).
Built-in profiles: BlockAll, BlockAllDynamic, OverlapAll, OverlapAllDynamic, Pawn, PhysicsActor, NoCollision.
Setting Collision in C++
MyMesh->SetCollisionProfileName(TEXT("BlockAll")); // preferred — sets all at once
MyMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
// ECollisionEnabled: NoCollision | QueryOnly | PhysicsOnly | QueryAndPhysics
MyMesh->SetCollisionObjectType(ECC_PhysicsBody);
MyMesh->SetCollisionResponseToAllChannels(ECR_Block);
MyMesh->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
MyMesh->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore);
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.
- 11d ago First seen · 400 lines · 92 tokens per session scan A b2099519fa9e
ue-physics-collision is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 92 tokens to every session and 4,470 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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