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 sideshowroberto/vfx-agent-toolkit --skill unreal-actor-operationsgit clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkitWrote 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/sideshowroberto/vfx-agent-toolkit/unreal-actor-operations)<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-actor-operations"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-actor-operations/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/sideshowroberto/vfx-agent-toolkit/unreal-actor-operations"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-actor-operations.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00051 | $0.01695 |
| Opus 5.5 | $0.00020 | $0.00678 |
| Sonnet 5.5 | $0.00010 | $0.00339 |
| Haiku 4.5 | $0.00005 | $0.00169 |
Grade A, and why
unreal-actor-operations 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 today.
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 — 230 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Actor Operations
Version: 2.0.2 Last Updated: 2026-09-08 Dependencies: Unreal Engine 5.8+, UE 5.8 native MCP (HTTP, port 8000), VibeUE plugin (optional) Context7 Validation: ACTOR_API_VALIDATION_REPORT.md (18/20 APIs validated)
Preflight first (2026-09-08): before the first build step of any approved plan, run the
unreal-project-preflightskill (ue_preflight.py --live --features <list> --plan-block) so plugins and project settings this skill depends on are enabled in ONE restart. Mid-task "class not found / plugin not enabled" errors go back to that Step 0, never to a runtime toggle.
CRITICAL: MCP Connection Required
BEFORE any actor operations:
- Verify UE editor is open with project loaded (MCP server runs inside the editor)
- Native MCP auto-starts on port 8000 when
bAutoStartServer=Truein project config - All Python execution happens on game thread (synchronous)
Connection Test:
# Via mcp__ue58-mcp__execute_python_code
import unreal
print("Unreal Python API ready")
print(f"Editor world: {unreal.EditorLevelLibrary.get_editor_world()}")
QUICK START: Spawn Static Mesh Actor
Most common use case - copy and execute:
# Via mcp__ue58-mcp__execute_python_code
import unreal
# Spawn actor at world location
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.StaticMeshActor,
unreal.Vector(0, 0, 100), # X, Y, Z
unreal.Rotator(0, 0, 0) # Pitch, Yaw, Roll
)
# Validate spawn succeeded
if actor is None:
print("ERROR: Failed to spawn actor")
else:
# Set mesh component
mesh_comp = actor.static_mesh_component
mesh = unreal.load_asset("/Engine/BasicShapes/Cube")
mesh_comp.set_static_mesh(mesh)
# Set actor label
actor.set_actor_label("MyCube")
# Set scale
unreal.EditorLevelLibrary.set_actor_scale3d(
actor,
unreal.Vector(2.0, 2.0, 2.0)
)
print(f"SUCCESS: Spawned {actor.get_actor_label()}")
Expected Output:
SUCCESS: Spawned MyCube
What ships with it
3 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.
- today First seen · 230 lines · 51 tokens per session scan A c8c1cafc9ea7
unreal-actor-operations is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 51 tokens to every session and 1,695 once invoked, about $0.0002 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 2026-11-02.
Other skills, from other repositories
ue5-cpp-gameplay
UE5.6/UE5.7 gameplay C++ implementation for Actors, Components, DataAssets, and gameplay logic. Use when requests ask to write .h/.cpp pairs, expose UPROPERTY/UFUNCTION to Blueprint, use GameplayTags, or build reusable component-based systems.
scenario-unity-architecture
Use when structuring Unity 6.3 C# code: ScriptableObject data vs runtime state, events and services, inventory, health, save and load, Input System actions and key rebinding, async with Awaitable, assembly definitions, Enter Play Mode and domain reload, .meta files, Git, Smart Merge and LFS. Also when 'my save works…
scenario-roblox-luau
Use when writing, reviewing or debugging Luau in a Roblox experience: task.spawn vs task.defer vs task.wait, replacing wait() or spawn(), Deferred events and SignalBehavior, handlers running in the wrong order or not at all, 'attempt to yield across metamethod/C-call boundary', --!strict and the new type solver, typed…
usd-tools
Infrastructure skill — low-level OpenUSD scene inspection and validation: read layer stacks, traverse prims, validate USD schemas. Use when working directly with raw USD files (usda, usdc, usdz) or verifying USD compliance. Not for Maya-specific USD export — use maya-pipelineexportusd for that. Not for full DCC…
spatial-interchange
Plan deterministic coordinate-axis and unit conversions between DCCs, engines, and interchange formats from explicit right/up/forward axes and meters-per-unit values.
game-level-layout
Game level layout review helpers for editor contexts.