unreal-python-scripting

unreal-python-scripting is a skill for Claude Code from sideshowroberto/vfx-agent-toolkit. It costs 54 tokens per session (2,099 once invoked), scanned A, original, MIT.

Gives Unreal Engine 5.8 Python API patterns - Blueprint spawning, material instances, component properties, workarounds for API limits. Use when scripting Unreal in Python, writing Unreal Python tools, or hitting an Unreal Python API limitation.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Install with agentmods
npx agentmods add skills/sideshowroberto/vfx-agent-toolkit/unreal-python-scripting
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-python-scripting
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-python-scripting

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-python-scripting"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-python-scripting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,099 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 $0.00054 $0.02099
Opus 5.5 $0.00022 $0.00840
Sonnet 5.5 $0.00011 $0.00420
Haiku 4.5 $0.00005 $0.00210

Measured today against content hash 04e477c9388a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unreal-python-scripting 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-python-scripting/SKILL.md · 305 lines

How it starts

The opening of the file, as written. The whole thing — 305 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Python Scripting

Version: 2.0.3 Last Updated: 2026-10-09 Target: Unreal Engine 5.8+ Dependencies: unreal Python module (built-in), UE 5.8 native MCP (HTTP, port 8000)

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.


MCP Execution

All Python code runs via mcp__ue58-mcp__execute_python_code(code=...) which executes directly in the UE editor process. VibeUE toolsets are also available via mcp__ue58-mcp__call_tool(toolset_name=..., tool_name=..., arguments={...}).

Use mcp__ue58-mcp__discover_python_module(module_name="unreal") to introspect available Python API.

  • An execute call times out at about 30 s ("Python execution exceeded 30000ms") while the script keeps running in the editor. Split long work into short calls, and after a timeout read the state back instead of re-running - a timeout is not a failure.

Quick Start

Spawn Blueprint Actor

import unreal

# Load Blueprint (_C suffix required!)
bp = unreal.load_class(None, "/Game/BP_Actor.BP_Actor_C")

# Spawn
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
    bp, location=unreal.Vector(0, 0, 100)
)

# Access component
comps = actor.get_components_by_class(unreal.StaticMeshComponent)
if comps:
    comps[0].set_editor_property('mobility', unreal.ComponentMobility.MOVABLE)

Create Material Instance

import unreal

# Load master
master = unreal.load_asset("/Game/Materials/M_Master")

# Create instance
tools = unreal.AssetToolsHelpers.get_asset_tools()
instance = tools.create_asset(
    "MI_Shot001", "/Game/Materials/Instances",
    unreal.MaterialInstanceConstant,
    unreal.MaterialInstanceConstantFactoryNew()
)

# Set parent
instance.set_editor_property('parent', master)

# Override parameters
unreal.MaterialEditingLibrary.set_material_instance_texture_parameter_value(
    instance, 'BaseColor', unreal.load_asset("/Game/Textures/T_Tex")
)
unreal.MaterialEditingLibrary.set_material_instance_scalar_parameter_value(
    instance, 'Opacity', 1.0
)

Read the full file on GitHub · 305 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 · 305 lines · 54 tokens per session scan A 04e477c9388a

Subscribe to this mod's changes

unreal-python-scripting is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 54 tokens to every session and 2,099 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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