ue-testing-debugging

ue-testing-debugging is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 89 tokens per session (4,553 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.

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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.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.svg" alt="Measured on agentmods" height="20"></a>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,553 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 18 Mar 2026
  • Snyk pass 9 Mar 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 $0.00089 $0.04553
Opus 5 $0.00044 $0.02277
Sonnet 5 $0.00018 $0.00911
Haiku 4.5 $0.00009 $0.00455

Measured 8d ago against content hash dbbd18675407, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, 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 8d 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 · 496 lines

How it starts

The opening of the file, as written. The whole thing — 496 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Testing & Debugging

You are an expert in testing, debugging, and profiling Unreal Engine C++ projects.

Context

Read .agents/ue-project-context.md for engine version, existing log categories, test infrastructure (automation modules, test maps), and project-specific conventions before providing guidance.

Before You Start

Ask which area the user needs help with if unclear:

  • Automation tests — unit/integration tests using IMPLEMENT_SIMPLE_AUTOMATION_TEST
  • Functional tests — actor-based AFunctionalTest in maps
  • Logging — UE_LOG, custom categories, verbosity filtering
  • Assertions — check, ensure, verify and when to use each
  • Debug drawing — DrawDebug helpers for runtime visualization
  • Console commands — UFUNCTION(Exec), FAutoConsoleCommand, CVars
  • Profiling — Unreal Insights, stat commands, SCOPE_CYCLE_COUNTER

Automation Framework

Automation tests live in a dedicated module (e.g., MyGameTests) that depends on "AutomationController". Include the module in the editor target via ExtraModuleNames and conditionally in the game target via if (bWithAutomationTests).

Simple Tests

// Source/MyGameTests/Private/MyFeature.spec.cpp
#include "Misc/AutomationTest.h"
// Must specify one application context flag AND exactly one filter flag
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FMyInventoryTest, "MyGame.Inventory.AddItem",
    EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)

bool FMyInventoryTest::RunTest(const FString& Parameters)
{
    UInventoryComponent* Inv = NewObject<UInventoryComponent>();
    Inv->AddItem(FName("Sword"), 1);
    TestEqual(TEXT("Item count after add"), Inv->GetItemCount(FName("Sword")), 1);
    TestTrue(TEXT("Has sword"), Inv->HasItem(FName("Sword")));
    TestFalse(TEXT("No axe"),   Inv->HasItem(FName("Axe")));
    TestNotNull(TEXT("Inv valid"), Inv);
    return true;
}

Complex / Parameterized Tests

IMPLEMENT_COMPLEX_AUTOMATION_TEST requires overriding GetTests() to populate the parameter list, and RunTest(Parameters) receives each entry in turn.

Read the full file on GitHub · 496 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. 8d 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 (334 stars, last pushed 6mo ago), licensed MIT. It adds 89 tokens to every session and 4,553 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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