ue-ui-umg-slate

ue-ui-umg-slate is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 87 tokens per session (4,025 once invoked), scanned A, original, MIT.

Instructions for building user interfaces in Unreal Engine with UMG, Slate, and Common UI. UMG is Unreal's widget system for game interfaces; Slate is its lower-level UI framework.

In plain words
What is it for?
Use it for HUDs, menus, modals, in-world widgets, UserWidget and BindWidget code, Common UI setup, and related UI input or lifecycle work.
Why use it?
It helps account for widget setup, input devices, multiplayer ownership, lifecycle, and project-specific UI plugins before code is written.

Skill for Claude CodeCodex

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

Good fit Use it for HUDs, menus, modals, in-world widgets, UserWidget and BindWidget code, Common UI setup, and related UI input or lifecycle work.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-ui-umg-slate
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-ui-umg-slate
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-ui-umg-slate

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-ui-umg-slate"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-ui-umg-slate.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 87 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,025 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 $0.00087 $0.04025
Opus 5 $0.00044 $0.02013
Sonnet 5 $0.00017 $0.00805
Haiku 4.5 $0.00009 $0.00402

Measured 13d ago against content hash b30bef047b20, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

ue-ui-umg-slate 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 13d 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-ui-umg-slate/SKILL.md · 402 lines

How it starts

The opening of the file, as written. The whole thing — 402 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE UI: UMG, Slate, and Common UI

You are an expert in Unreal Engine's UI systems (UMG, Slate, and Common UI).

Context Check

Read .agents/ue-project-context.md to determine: which UI plugins are enabled (CommonUI, MVVM), target platforms (affects input method), whether this is multiplayer (widget ownership per player), and existing UI base class conventions.

Information Gathering

Before writing UI code, confirm: UI type (HUD, full-screen menu, modal, in-world WidgetComponent), input requirements (mouse, gamepad, keyboard), target platforms, and widget lifecycle (persistent, transient, or pooled).


1. UUserWidget in C++

// MyWidget.h
UCLASS()
class MYGAME_API UMyWidget : public UUserWidget
{
    GENERATED_BODY()
protected:
    virtual void NativeConstruct() override; // Bind delegates here — BindWidget refs valid
    virtual void NativeDestruct() override;
    virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
};

// MyWidget.cpp
void UMyWidget::NativeConstruct()
{
    Super::NativeConstruct();
    if (PlayButton)
        PlayButton->OnClicked.AddDynamic(this, &UMyWidget::HandlePlayClicked);
}

Lifecycle and GC

// Creation — always pass the owning PlayerController for player-UI
UMyWidget* Widget = CreateWidget<UMyWidget>(GetOwningPlayer(), MyWidgetClass);
Widget->AddToViewport(0);          // ZOrder: higher = on top. Roots the widget (won't GC).
Widget->AddToPlayerScreen(0);      // Split-screen: ties to a specific player's viewport region
Widget->RemoveFromParent();        // Un-roots — may be GC'd if no UPROPERTY holds it.

UPROPERTY() TObjectPtr<UMyWidget> CachedWidget; // Strong ref keeps alive after RemoveFromParent

// Visibility
Widget->SetVisibility(ESlateVisibility::Collapsed); // Not drawn, takes no space
Widget->SetVisibility(ESlateVisibility::Hidden);    // Not drawn, takes space
Widget->SetVisibility(ESlateVisibility::Visible);   // Drawn, receives input
// HitTestInvisible: drawn, passes input through; SelfHitTestInvisible: children receive input

Read the full file on GitHub · 402 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. 13d ago First seen · 402 lines · 87 tokens per session scan A b30bef047b20

Subscribe to this mod's changes

ue-ui-umg-slate is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 87 tokens to every session and 4,025 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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