ue-testing-debugging

ue-testing-debugging is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 184 tokens per session (8,511 once invoked), scanned A, original, MIT.

A guide for testing, logging, visual debugging, console commands, and performance profiling in Unreal Engine, a tool for building games and interactive 3D applications.

In plain words
What is it for?
It covers automation tests, actor-based functional tests, UE_LOG messages, assertions, debug drawing, console commands, Unreal Insights, and stat commands.
Why use it?
It helps developers choose the right Unreal Engine testing or debugging method instead of guessing which system to use.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It covers automation tests, actor-based functional tests, UE_LOG messages, assertions, debug drawing, console commands, Unreal Insights, and stat commands.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-testing-debugging
Install

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.

Any agent
npx skills add quodsoler/unreal-engine-skills --skill ue-testing-debugging
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for ue-testing-debugging

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-testing-debugging/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-testing-debugging)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-testing-debugging"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-testing-debugging/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.

agentmods 80×15 button for ue-testing-debugging

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-testing-debugging"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-testing-debugging.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 184 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 8,511 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 15 Sept 2026
  • Snyk pass 15 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00184 $0.08511
Opus 5.5 $0.00074 $0.03404
Sonnet 5.5 $0.00037 $0.01702
Haiku 4.5 $0.00018 $0.00851

Measured 25d ago against content hash a486848b5f88, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ue-testing-debugging 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 25d 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.

skills/ue-testing-debugging/SKILL.md · 499 lines

How it starts

The opening of the file, as written. The whole thing — 499 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Testing, Logging & Profiling

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

This skill owns logging, assertions, automation/functional testing, console commands and performance profiling for the repo. Logging, assertions, stats, trace and CVars live in Core (Logging/, Misc/AssertionMacros.h, Stats/Stats.h, ProfilingDebugging/, HAL/IConsoleManager.h). Debug drawing, the Visual Logger and AHUD::ShowDebug live in Engine. Test frameworks are the developer modules AutomationController, CQTest, FunctionalTesting and AutomationDriver; the Gameplay Debugger is the runtime module GameplayDebugger.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing. Identify the area from the request and the codebase; ask only when two plausible readings would produce different code.

Request is about… Go to
UE_LOG, categories, verbosity, structured logging Logging
check, ensure, verify, crash on bad state Assertions
Unit tests, IMPLEMENT_SIMPLE_AUTOMATION_TEST, specs, latent commands Automation Tests
TEST_CLASS, ASSERT_THAT, fixture-style tests CQTest
Tests placed in a map, AFunctionalTest Functional Tests
Insights, stat, cycle counters, CSV, memory, hitches Profiling
DrawDebug*, UE_VLOG, Gameplay Debugger, ShowDebug Debug Visualization
Exec functions, FAutoConsoleCommand, CVars Console Commands and CVars

Logging

Declaring categories

#include "Logging/LogMacros.h"
// MyGameLogging.h — DECLARE_LOG_CATEGORY_EXTERN(Name, DefaultVerbosity, CompileTimeVerbosity)
DECLARE_LOG_CATEGORY_EXTERN(LogMyGame, Log, All);

DEFINE_LOG_CATEGORY(LogMyGame);   // MyGameLogging.cpp

Read the full file on GitHub · 499 lines

Files

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.

Changes

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.

  1. 25d ago Changed · +3 lines · +95 tokens per session a486848b5f88
  2. 1mo ago First seen · 496 lines · 89 tokens per session scan A dbbd18675407

Subscribe to this mod's changes

ue-testing-debugging is a skill published in the GitHub repository quodsoler/unreal-engine-skills (403 stars, last pushed 26d ago), licensed MIT. It adds 184 tokens to every session and 8,511 once invoked, about $0.0007 per session on Opus 5.5. 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.