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 teixasalone/UnrealEngine5-Skills --skill ue5-architecturegit clone --depth 1 https://github.com/teixasalone/UnrealEngine5-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/teixasalone/unrealengine5-skills/ue5-architecture)<a href="https://agentmods.dev/skills/teixasalone/unrealengine5-skills/ue5-architecture"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-architecture/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/teixasalone/unrealengine5-skills/ue5-architecture"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-architecture.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 | $0.00053 | $0.00353 |
| Opus 5 | $0.00026 | $0.00177 |
| Sonnet 5 | $0.00011 | $0.00071 |
| Haiku 4.5 | $0.00005 | $0.00035 |
Grade A, and why
ue5-architecture 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.
This is a copy
100% identical to ue5-architecture — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
What it actually says
Quick Start
- Collect current module list,
*.Build.cs, and major gameplay/UI systems. - Propose one target module graph before writing code.
- Output module responsibilities and ownership in a table.
Workflow
- Identify runtime, editor, UI, networking, and data modules from current codebase.
- Define Public API for each module as minimal headers and Blueprint surface.
- Define Private implementation boundaries and include rules.
- Define
PublicDependencyModuleNamesandPrivateDependencyModuleNamesper module. - Report risks: circular includes, over-exposed reflection types, and cross-layer references.
Constraints
- Keep
UCLASS/USTRUCT/UENUMonly where reflection is required. - Prefer forward declarations in headers; include concrete headers in
.cpp. - Do not move types across modules without listing migration impact.
- Keep naming aligned with Unreal conventions (
U,A,F,Eprefixes).
Failure Handling
- If ownership of a class is ambiguous, place it in runtime module first and log a TODO to split after usage mapping.
- If dependency graph becomes cyclic, extract shared contracts into a thin common module.
- If Build.cs dependencies are uncertain, choose minimal set and verify compile paths immediately.
Escalation
- Escalate when a refactor requires asset redirectors, class renames, or package path migration.
- Escalate when module split changes public Blueprint class paths used by existing content.
What ships with it
11 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.
- agents/openai.yaml 315 B
- references/build-cs-patterns.md 750 B
- references/module-layout.md 655 B
- references/project-adapter.md 438 B
- references/ue5-engine-module-index-v2.csv 122 KB
- references/ue5-engine-module-index-v2.md 14 KB
- references/ue5-engine-module-index.csv 80 KB
- references/ue5-engine-module-index.md 12 KB
- references/ue5-module-routing-table-draft.csv 109 KB
- references/ue5-module-routing-table-final.csv 137 KB
- scripts/generate_module_index_v2.py 19 KB runs code
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 · 32 lines · 53 tokens per session scan A 107c25df9b7b
ue5-architecture is a skill published in the GitHub repository teixasalone/UnrealEngine5-Skills (17 stars, last pushed yesterday), licensed MIT. It adds 53 tokens to every session and 353 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to ue5-architecture, differing in 0 lines, and is treated as a copy.
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