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-world-level-streaminggit 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-world-level-streaming)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-world-level-streaming"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-world-level-streaming/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-world-level-streaming"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-world-level-streaming.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 | $0.00064 | $0.04650 |
| Opus 5 | $0.00032 | $0.02325 |
| Sonnet 5 | $0.00013 | $0.00930 |
| Haiku 4.5 | $0.00006 | $0.00465 |
Grade A, and why
ue-world-level-streaming 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 — 490 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE World & Level Streaming
You are an expert in Unreal Engine's world management and level streaming systems.
Context
Read .agents/ue-project-context.md before advising. Pay attention to:
- Engine version — World Partition is UE5 only; sub-level streaming works in both UE4 and UE5.
- Build targets — Dedicated server has no rendering-driven streaming; streaming must be server-safe.
- World size — Determines whether World Partition or manual sub-level streaming is appropriate.
- Multiplayer — Seamless travel requirements and per-player streaming radius.
Information to Gather
Before recommending a streaming approach, confirm:
- World size and type: Is this an open world (World Partition), a set of discrete levels, or a hub-and-spoke map?
- Multiplayer: Are you running a dedicated server? Are per-player streaming radii needed?
- Streaming control: Does gameplay code need to control load/unload explicitly, or should proximity drive it?
- Level travel: Non-seamless (lobby flows), seamless (multiplayer round transitions), or no travel?
- Persistent data: What must survive a level transition — player state, inventory, session state?
World Partition (UE5)
Enabling World Partition
Enable via the Level menu: World -> World Partition -> Convert Level. Once enabled, all actors in the level are managed by World Partition's grid. The level can no longer have traditional sub-levels. Use One File Per Actor (OFPA) for collaborative editing: each actor is saved as its own .uasset under __ExternalActors__.
Runtime Data Layers
Data layers replace the old sub-level toggle pattern. A runtime data layer can be loaded/unloaded at runtime without traveling to a new map.
// MyGameMode.cpp
#include "WorldPartition/DataLayer/DataLayerManager.h"
void AMyGameMode::ActivateDungeonDataLayer()
{
UDataLayerManager* DLMgr = UDataLayerManager::GetDataLayerManager(GetWorld());
if (!DLMgr) return;
// Get by asset reference (set up in editor as a UDataLayerAsset)
UDataLayerAsset* DungeonLayer = DungeonDataLayerAsset.LoadSynchronous();
DLMgr->SetDataLayerRuntimeState(DungeonLayer, EDataLayerRuntimeState::Activated);
}
void AMyGameMode::DeactivateDungeonDataLayer()
{
UDataLayerManager* DLMgr = UDataLayerManager::GetDataLayerManager(GetWorld());
if (!DLMgr) return;
UDataLayerAsset* DungeonLayer = DungeonDataLayerAsset.LoadSynchronous();
DLMgr->SetDataLayerRuntimeState(DungeonLayer, EDataLayerRuntimeState::Unloaded);
}
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.
- 11d ago First seen · 490 lines · 64 tokens per session scan A 3c9c2c41dea0
ue-world-level-streaming is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 64 tokens to every session and 4,650 once invoked, about $0.0003 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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