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-debug-validationgit 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-debug-validation)<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/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-debug-validation"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-debug-validation.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 | $0.00054 | $0.01032 |
| Opus 5.5 | $0.00022 | $0.00413 |
| Sonnet 5.5 | $0.00011 | $0.00206 |
| Haiku 4.5 | $0.00005 | $0.00103 |
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 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-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.
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,IAssetRegistryGetAssetsByPath(...)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.
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.
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 · 109 lines · 54 tokens per session scan A f09e16439a09
ue5-debug-validation is a skill published in the GitHub repository teixasalone/UnrealEngine5-Skills (19 stars, last pushed 12d ago), licensed MIT. It adds 54 tokens to every session and 1,032 once invoked, about $0.0002 per session on Opus 5.5. 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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