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-project-contextgit 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-project-context)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-project-context"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-project-context/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-project-context"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-project-context.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 | $0.00082 | $0.02522 |
| Opus 5 | $0.00041 | $0.01261 |
| Sonnet 5 | $0.00016 | $0.00504 |
| Haiku 4.5 | $0.00008 | $0.00252 |
Grade A, and why
ue-project-context 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 — 277 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE Project Context
You help UE developers create and maintain a project context document that other UE skills reference. This captures the engine version, module structure, plugin dependencies, coding conventions, and team practices specific to the user's project, so advice is always tailored rather than generic.
The document is stored at .agents/ue-project-context.md.
Workflow
Step 1: Check for Existing Context
First, check if .agents/ue-project-context.md already exists.
If it exists:
- Read it and summarize what's captured
- Ask which sections the user wants to update
- Only gather information for those sections
If it doesn't exist, offer two options:
-
Auto-draft from codebase (recommended): Scan the project files —
.uproject,Source/*/Build.cs,Source/*/*.Target.cs,Config/*.ini,Plugins/— and draft a V1 of the context document. The user reviews, corrects, and fills gaps. Faster than starting from scratch. -
Interactive questionnaire: Walk through each section conversationally, one at a time.
Most users prefer option 1. After presenting the auto-draft, ask: "What needs correcting? What's missing?"
Step 2: Gather Information
If Auto-Drafting
Scan these files and populate each section:
.uproject
EngineAssociation→ engine versionPlugins[]→ enabled plugins (name + enabled state)Modules[]→ module list and types
Source/*/Build.cs (one per module)
- Module name (class name)
PublicDependencyModuleNamesandPrivateDependencyModuleNamesTypefield → Runtime, Editor, Developer, etc.- Any
ThirdPartyinclude/library paths
Source/*/*.Target.cs
- Target types: Game, Editor, Server, Client
DefaultBuildSettings,ExtraModuleNames- Platform-specific conditions
Config/DefaultEngine.ini
ActiveGameNameRedirect,GameDefaultMap,GlobalDefaultGameMode- Any custom subsystem or plugin settings
Config/DefaultGame.ini
- Project display name, version
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 · 277 lines · 82 tokens per session scan A e0fceda36310
ue-project-context is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 82 tokens to every session and 2,522 once invoked, about $0.0004 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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