unreal-blueprint-automation

unreal-blueprint-automation is a skill for Claude Code from sideshowroberto/vfx-agent-toolkit. It costs 52 tokens per session (2,579 once invoked), scanned A, original, MIT.

Creates and compiles Blueprints in Unreal Engine 5.8 via Python using phased Silent Execution (components, properties, compile). Use when creating a Blueprint, adding components, setting Blueprint properties, or debugging Blueprint compile crashes.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: reads .claude/ paths.

Install with agentmods
npx agentmods add skills/sideshowroberto/vfx-agent-toolkit/unreal-blueprint-automation
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 sideshowroberto/vfx-agent-toolkit --skill unreal-blueprint-automation
Clone the repo
git clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkit

Made for: Claude Code.

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 unreal-blueprint-automation

README.md
[![agentmods](https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-blueprint-automation/github.svg)](https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-blueprint-automation)
Your own site
<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-blueprint-automation"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-blueprint-automation/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 unreal-blueprint-automation

Your own site · 80×15
<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-blueprint-automation"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-blueprint-automation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,579 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.
Origin unknown 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 $0.00052 $0.02579
Opus 5.5 $0.00021 $0.01032
Sonnet 5.5 $0.00010 $0.00516
Haiku 4.5 $0.00005 $0.00258

Measured today against content hash be48444b787d, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unreal-blueprint-automation 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.

plugins/unreal-vfx/skills/unreal-blueprint-automation/SKILL.md · 349 lines

How it starts

The opening of the file, as written. The whole thing — 349 lines — stays where its author put it; the contents beside it link to each section on GitHub.

unreal-blueprint-automation

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) Status: Production Ready

Preflight first (2026-09-08): before the first build step of any approved plan, run the unreal-project-preflight skill (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.

Overview

Automate Blueprint creation, component addition, property configuration, and compilation in Unreal Engine 5.8 using the proven phased execution pattern that prevents crashes and timeouts.

Key Discovery: Blueprint compilation triggers async validation that blocks subsequent Python operations. Using Silent Execution (no code after compilation) eliminates crashes.

Quick Start

# Phase 1: Create Blueprint (via mcp__ue58-mcp__execute_python_code)
import unreal
bp = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
    asset_name="BP_MyActor",
    package_path="/Game/Blueprints",
    asset_class=unreal.Blueprint,
    factory=unreal.BlueprintFactory()
)
# Script ends - Silent Execution

# Phase 2: Add Component (separate execute_python_code call)
import unreal
bp = unreal.load_asset('/Game/Blueprints/BP_MyActor')
scs = bp.simple_construction_script
mesh_node = scs.create_node(unreal.StaticMeshComponent)
scs.add_node(mesh_node)
print("Component added")

# Phase 3: Compile (separate execute_python_code call)
import unreal
bp = unreal.load_asset('/Game/Blueprints/BP_MyActor')
unreal.KismetSystemLibrary.compile_blueprint(bp)
# NO CODE AFTER - Silent Execution!

Expected Result:

  • Blueprint created at /Game/Blueprints/BP_MyActor
  • Contains StaticMeshComponent
  • Compiles without errors
  • Total time: <1 second across all phases

VibeUE Toolset Alternative

Read the full file on GitHub · 349 lines

Files

What ships with it

4 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. today First seen · 349 lines · 52 tokens per session scan A be48444b787d

Subscribe to this mod's changes

unreal-blueprint-automation is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 52 tokens to every session and 2,579 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.

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