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-cpp-gameplaygit 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-cpp-gameplay)<a href="https://agentmods.dev/skills/teixasalone/unrealengine5-skills/ue5-cpp-gameplay"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-cpp-gameplay/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-cpp-gameplay"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-cpp-gameplay.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 | $0.00063 | $0.01165 |
| Opus 5.5 | $0.00025 | $0.00466 |
| Sonnet 5.5 | $0.00013 | $0.00233 |
| Haiku 4.5 | $0.00006 | $0.00117 |
Grade A, and why
ue5-cpp-gameplay 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 1mo 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-cpp-gameplay — 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.
How it starts
The opening of the file, as written. The whole thing — 101 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Quick Start
- Confirm target class type (
AActor,UActorComponent,UObject,USaveGame, etc.). - Define required Blueprint-facing API before implementation.
- Output both header and source files together.
UE5.7 API Anchors
- Reflection and UObject anchors:
UCLASS,USTRUCT,UENUM,UINTERFACE,GENERATED_BODY()UPROPERTY(...),UFUNCTION(...)
- Core gameplay type anchors:
AActor,UActorComponent,UDataAsset,UGameInstanceSubsystemTObjectPtr<>in headers andTSubclassOf<>for class references
- Replication anchors:
GetLifetimeReplicatedProps(...)DOREPLIFETIME(...)inNet/UnrealNetwork.hReplicatedUsing=OnRep_*,UFUNCTION(Server/Client/NetMulticast, ...)
- Gameplay tag anchors:
FGameplayTag,FGameplayTagContainer- explicit tag request/match checks with safe fallback behavior
Implementation Stage Contract
- Every gameplay C++ task must define:
- Public header API surface (Blueprint/API visibility)
- Private runtime implementation path (
.cpp) - Ownership/lifetime model (constructor, init, teardown)
- Network authority rules (single-player only or replicated flow)
- Validation method (compile assumptions, usage examples, edge-case behavior)
- If any item is missing, the implementation spec is incomplete.
Workflow
1) Type and File Shape
- Create type declarations with Unreal macros and UE5 pointer conventions (
TObjectPtrin headers). - Produce paired
.hand.cppwith forward declarations in header and concrete includes in source. - Keep class responsibility narrow and reusable.
2) Public API Design
- Define Blueprint API (
BlueprintCallable,BlueprintPure, categories, metadata) before implementation. - Expose minimal callable surface; keep helper methods non-UFUNCTION unless needed.
- Declare clear input/output contracts and failure behavior.
3) Runtime Implementation
- Implement logic in
.cppwith null checks, authority guards, and explicit branch behavior. - Keep tick usage opt-in; prefer event-driven updates.
- Handle initialization order (
BeginPlay,InitializeComponent, or subsystem init) explicitly.
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.
- 1mo ago First seen · 101 lines · 63 tokens per session scan A 66fb3435b69d
ue5-cpp-gameplay is a skill published in the GitHub repository teixasalone/UnrealEngine5-Skills (19 stars, last pushed 12d ago), licensed MIT. It adds 63 tokens to every session and 1,165 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to ue5-cpp-gameplay, differing in 0 lines, and is treated as a copy.
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