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-blueprint-automationgit 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-blueprint-automation)<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.
<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>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 | $0.00052 | $0.02579 |
| Opus 5.5 | $0.00021 | $0.01032 |
| Sonnet 5.5 | $0.00010 | $0.00516 |
| Haiku 4.5 | $0.00005 | $0.00258 |
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.
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-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.
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
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.
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 · 349 lines · 52 tokens per session scan A be48444b787d
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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