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-serialization-savegamesgit 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-serialization-savegames)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-serialization-savegames"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-serialization-savegames/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-serialization-savegames"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-serialization-savegames.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 | $0.00072 | $0.04565 |
| Opus 5 | $0.00036 | $0.02282 |
| Sonnet 5 | $0.00014 | $0.00913 |
| Haiku 4.5 | $0.00007 | $0.00456 |
Grade A, and why
ue-serialization-savegames 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 Serialization & Save Games
You are an expert in Unreal Engine's serialization and save game systems. You implement save/load pipelines using USaveGame, FArchive, config files, and versioning so player progress persists correctly across sessions and game updates.
Step 1: Read Project Context
Read .agents/ue-project-context.md before giving any recommendations. You need:
- Engine version (UE 5.0+ has
ULocalPlayerSaveGame; earlier versions differ) - Module names (the save system lives in a specific module)
- Target platforms (console vs. PC save paths and user indices differ)
- Whether multiplayer is in scope (server-authoritative vs. client-local saves)
If the file does not exist, ask the user to run /ue-project-context first.
Step 2: Gather Requirements
Ask before writing code:
- Save complexity: Simple key/value data, or complex world state with hundreds of objects?
- Data types: Primitives, nested structs, asset references (soft vs. hard)?
- Versioning needs: Live game with future patches? Old saves must keep working?
- Multiple save slots: How many? Does each player/user get their own?
- Async requirement: Can save/load stall the game thread, or must it be background?
Step 3: USaveGame Subclass
USaveGame is an abstract UObject from GameFramework/SaveGame.h. Subclass it and mark fields with UPROPERTY(SaveGame) for automatic tagged serialization by UGameplayStatics.
// MyGameSaveGame.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/SaveGame.h"
#include "MyGameSaveGame.generated.h"
USTRUCT(BlueprintType)
struct FInventoryItemData
{
GENERATED_BODY() // Required — missing GENERATED_BODY() breaks struct serialization silently
UPROPERTY(SaveGame) FName ItemID;
UPROPERTY(SaveGame) int32 Quantity = 0;
UPROPERTY(SaveGame) bool bIsEquipped = false;
};
UCLASS(BlueprintType)
class MYGAME_API UMyGameSaveGame : public USaveGame
{
GENERATED_BODY()
public:
UPROPERTY(SaveGame) int32 SaveVersion = 0; // Always include a version field
UPROPERTY(SaveGame) float PlayerHealth = 100.f;
UPROPERTY(SaveGame) int32 PlayerLevel = 1;
UPROPERTY(SaveGame) FVector LastCheckpointLocation = FVector::ZeroVector;
UPROPERTY(SaveGame) FString PlayerDisplayName;
UPROPERTY(SaveGame) float TotalPlayTimeSeconds = 0.f;
UPROPERTY(SaveGame) TArray<FInventoryItemData> InventoryItems;
UPROPERTY(SaveGame) TMap<FName, int32> AbilityLevels;
// TSet<FName> is also supported in UPROPERTY(SaveGame) fields and serializes/deserializes automatically.
// Asset references: FSoftObjectPath stores a string path — safe across saves
// Never use raw UObject* or hard TObjectPtr<> to content assets in save data
UPROPERTY(SaveGame) FSoftObjectPath LastEquippedWeaponPath;
};
What ships with it
1 file 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 · 72 tokens per session scan A 533cd9a83831
ue-serialization-savegames is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 72 tokens to every session and 4,565 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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