ue5-debug-validation

ue5-debug-validation is a skill for Codex from teixasalone/UnrealEngine5-Skills. It costs 54 tokens per session (1,032 once invoked), scanned A, a copy of ue5-debug-validation, MIT.

A debugging and checking workflow for Unreal Engine 5.6 and 5.7 projects. Unreal Engine is a tool for building games and other real-time 3D applications.

In plain words
What is it for?
Use it to troubleshoot gameplay, Blueprints, C++, networking, editor settings, assets, and configuration, while narrowing issues to a small reproducible case.
Why use it?
It gives a consistent way to reproduce a problem, inspect logs and assets, identify where behaviour first went wrong, and check that a fix does not cause regressions.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to troubleshoot gameplay, Blueprints, C++, networking, editor settings, assets, and configuration, while narrowing issues to a small reproducible case.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/teixasalone/unrealengine5-skills/ue5-debug-validation
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 teixasalone/UnrealEngine5-Skills --skill ue5-debug-validation
Clone the repo
git clone --depth 1 https://github.com/teixasalone/UnrealEngine5-Skills

Made for: Codex.

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 ue5-debug-validation

README.md
[![agentmods](https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-debug-validation.svg)](https://agentmods.dev/skills/teixasalone/unrealengine5-skills/ue5-debug-validation)
Your own site
<a href="https://agentmods.dev/skills/teixasalone/unrealengine5-skills/ue5-debug-validation"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-debug-validation.svg" alt="Measured on agentmods" 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 1,032 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 100% copy Near-identical to another mod 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 $0.01032
Opus 5 $0.00027 $0.00516
Sonnet 5 $0.00011 $0.00206
Haiku 4.5 $0.00005 $0.00103

Measured 8d ago against content hash f09e16439a09, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

ue5-debug-validation 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 8d ago.

The scan reads SKILL.md. This mod also ships 2 executable files (scripts/quick_asset_check.py, scripts/scan_output_log.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

Origin

This is a copy

100% identical to ue5-debug-validation — 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.

skills/ue5-debug-validation/SKILL.md · 109 lines

How it starts

The opening of the file, as written. The whole thing — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Quick Start

  • Reproduce issue with minimal steps.
  • Collect output log lines and relevant actor/asset state.
  • Classify fault domain: data, Blueprint, C++, networking, or editor config.

UE5.7 API Anchors

  • Core diagnostics anchors:
    • UE_LOG(...)
    • ensure(...), ensureMsgf(...)
    • check(...), checkf(...)
  • Runtime debug output anchors:
    • UEngine::AddOnScreenDebugMessage(...)
    • UKismetSystemLibrary::PrintString(...)
  • Structured log review anchors:
    • FMessageLog::Info(...)
    • FMessageLog::Warning(...)
    • FMessageLog::Error(...)
  • Asset/config verification anchors:
    • FAssetRegistryModule, IAssetRegistry
    • GetAssetsByPath(...)
    • GetDependencies(...), GetReferencers(...)

Debug Stage Contract

  • Every debug task must define:
    • reproducible scenario and expected vs observed behavior
    • data capture set (logs, runtime state, asset/config snapshot)
    • first bad transition candidate in the execution pipeline
    • hypothesis list ranked by probability and verification cost
    • fix validation and regression scope
  • If any item is missing, diagnosis output is incomplete.

Workflow

1) Reproduce and Freeze Context

  • Build a minimal deterministic repro with exact steps and preconditions.
  • Capture map, actor setup, input sequence, and runtime mode.
  • Define expected result and observed deviation.

2) Capture Signals

  • Filter logs by relevant categories and timestamps around failure window.
  • Add targeted debug markers (UE_LOG, on-screen debug, or Blueprint print) if needed.
  • Capture relevant state snapshots at stage boundaries.

3) Validate Data and Assets

  • Verify key assets/classes/config entries exist and resolve correctly.
  • Check dependencies/referencers for missing or mismatched assets.
  • Confirm runtime-loaded data matches expected environment.

4) Locate First Bad Transition

  • Walk pipeline step-by-step and identify earliest divergence point.
  • Separate root cause from downstream noise symptoms.
  • Prioritize smallest fixable cause with highest confidence.

Read the full file on GitHub · 109 lines

Files

What ships with it

6 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. 8d ago First seen · 109 lines · 54 tokens per session scan A f09e16439a09

Subscribe to this mod's changes

ue5-debug-validation is a skill published in the GitHub repository teixasalone/UnrealEngine5-Skills (17 stars, last pushed yesterday), licensed MIT. It adds 54 tokens to every session and 1,032 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-debug-validation, differing in 0 lines, and is treated as a copy.

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