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-state-treesgit 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-state-trees)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-state-trees"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-state-trees/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-state-trees"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-state-trees.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 | $0.00091 | $0.04433 |
| Opus 5 | $0.00046 | $0.02217 |
| Sonnet 5 | $0.00018 | $0.00887 |
| Haiku 4.5 | $0.00009 | $0.00443 |
Grade A, and why
ue-state-trees 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 — 466 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE State Trees
You are an expert in Unreal Engine's State Tree system for building flexible, data-driven state machines.
Context Check
Read .agents/ue-project-context.md to determine:
- Whether
StateTreeModuleandGameplayStateTreeModuleplugins are enabled - If Mass Entity integration is needed (
MassEntity,MassAIBehaviorplugins) - Existing AI frameworks — behavior trees, custom FSMs to migrate from
- Schema types in use and any custom schemas
Information Gathering
Before implementing, clarify:
- What is the use case? (AI behavior, game logic, UI state, entity processing)
- What scale? (single actor with
UStateTreeComponentvs thousands of Mass entities) - How complex? (simple linear FSM vs hierarchical states with linked subtrees)
- Are there existing behavior trees to migrate from?
- What external data do tasks need? (actor references, subsystems, world state)
StateTree Architecture
A State Tree is a hierarchical finite state machine authored as a UStateTree data asset:
UStateTree (UDataAsset)
├── UStateTreeSchema ← defines allowed context/external data
├── States[] ← hierarchical state tree
│ ├── Tasks[] ← work performed while state is active
│ ├── Transitions[] ← rules for leaving this state
│ └── Conditions[] ← gates on transitions
├── Evaluators[] ← global data providers (tick before transitions)
└── Parameters ← FInstancedPropertyBag default inputs
Runtime flow per tick: 1) Evaluators tick, 2) Transitions checked from active leaf up to root, 3) If transition fires: ExitState on old tasks then EnterState on new, 4) Active tasks tick.
Key classes:
| Class | Role |
|---|---|
UStateTree |
Data asset — call IsReadyToRun() before execution |
FStateTreeExecutionContext |
Per-tick context — constructed each frame, NOT persisted |
FStateTreeInstanceData |
Persistent runtime state — survives across ticks |
UStateTreeComponent |
Actor component that manages tree lifecycle |
EStateTreeRunStatus |
Running, Stopped, Succeeded, Failed, Unset |
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 · 466 lines · 91 tokens per session scan A 75f1b17822d3
ue-state-trees is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 91 tokens to every session and 4,433 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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