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-world-interactiongit 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-world-interaction)<a href="https://agentmods.dev/skills/teixasalone/unrealengine5-skills/ue5-world-interaction"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-world-interaction/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-world-interaction"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-world-interaction.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 | $0.00062 | $0.01158 |
| Opus 5 | $0.00031 | $0.00579 |
| Sonnet 5 | $0.00012 | $0.00232 |
| Haiku 4.5 | $0.00006 | $0.00116 |
Grade A, and why
ue5-world-interaction 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-world-interaction — 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 — 114 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Quick Start
- Define interaction model: overlap-driven, trace-driven, or explicit use key.
- Define actor set: pickup actor, optional spawner, optional visual mapping data asset.
- Output runtime state transitions from spawn to interaction resolution.
UE5.7 API Anchors
- Detection anchors:
USphereComponent,UBoxComponentUPrimitiveComponent::OnComponentBeginOverlapUPrimitiveComponent::OnComponentEndOverlapFHitResult
- Trace anchors:
UWorld::LineTraceSingleByChannel(...)UWorld::SweepSingleByChannel(...)UKismetSystemLibrary::SphereTraceSingle(...)
- Lifecycle anchors:
AActor::SetActorHiddenInGame(...)AActor::SetActorEnableCollision(...)AActor::Destroy(...)AActor::SetActorTickEnabled(...)
- Networking anchors:
- server authority validation for interaction success
- replicated result state for client feedback
Interaction Stage Contract
- Every interaction feature must define:
- Detection source (overlap/trace/use-key)
- Eligibility checks (distance, tags, inventory/capacity, authority)
- Success and failure result payloads
- Feedback path (VFX/SFX/UI)
- Post-interaction lifecycle policy (destroy/disable/cooldown/respawn)
- If any item is missing, interaction behavior is underspecified.
Workflow
1) Actor and Component Setup
- Build root + collision + visual components with explicit collision channels.
- Define default states (
active,cooldown,consumed) and replication needs. - Keep collision shape and bounds aligned with intended interaction distance.
2) Detection Path
- Overlap model: bind begin/end overlap delegates on collision component.
- Trace model: run line/sphere traces on input request and validate hit actor/component.
- Keep detection deterministic by explicit channels/profiles.
3) Eligibility and Authority
- Validate target state, range, actor validity, and gameplay conditions.
- In multiplayer, validate success on server before mutating shared state.
- Return structured failure reason on rejection.
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.
- 11d ago First seen · 114 lines · 62 tokens per session scan A 53c9a3ba7189
ue5-world-interaction is a skill published in the GitHub repository teixasalone/UnrealEngine5-Skills (17 stars, last pushed yesterday), licensed MIT. It adds 62 tokens to every session and 1,158 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-world-interaction, differing in 0 lines, and is treated as a copy.
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