aaabench: Skill for Claude Code

.claude/skills/unreal-blueprints/SKILL.md

unreal-blueprints is a skill for Claude Code from ukanwat/aaabench. It costs 86 tokens per session (1,398 once invoked), scanned A, a copy of unreal-blueprints, MIT.

A guide to building Unreal Engine 5 gameplay with Blueprints, Unreal's visual node-based scripting system, instead of writing C++ code.

In plain words
What is it for?
Use it to create Blueprint Classes, wire Event Graphs and Construction Scripts, define variables or functions, and connect Blueprints with casts, interfaces, or event dispatchers.
Why use it?
It helps organize gameplay graphs and choose sensible ways for Blueprint objects to communicate without creating tangled references.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is ukanwat/aaabench's own configuration. It tells Claude Code how to work on aaabench itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything aaabench configures →

Reuse

Borrowing it

Nothing to install: this file belongs to ukanwat/aaabench. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/ukanwat/aaabench/main/.claude/skills/unreal-blueprints/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

Made for: Claude Code.

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 unreal-blueprints

README.md
[![agentmods](https://agentmods.dev/badge/skills/ukanwat/aaabench/unreal-blueprints/github.svg)](https://agentmods.dev/skills/ukanwat/aaabench/unreal-blueprints)
Your own site
<a href="https://agentmods.dev/skills/ukanwat/aaabench/unreal-blueprints"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/unreal-blueprints/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.

agentmods 80×15 button for unreal-blueprints

Your own site · 80×15
<a href="https://agentmods.dev/skills/ukanwat/aaabench/unreal-blueprints"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/unreal-blueprints.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,398 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 88% 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 $0.00086 $0.01398
Opus 5 $0.00043 $0.00699
Sonnet 5 $0.00017 $0.00280
Haiku 4.5 $0.00009 $0.00140

Measured 11d ago against content hash e05d578ef143, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

unreal-blueprints 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.

Origin

This is a copy

88% identical to unreal-blueprints — 8 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.

.claude/skills/unreal-blueprints/SKILL.md · 128 lines

How it starts

The opening of the file, as written. The whole thing — 128 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Blueprints (Visual Scripting)

Structure gameplay logic in Unreal Engine 5 Blueprints: pick the right graph, expose data cleanly, and choose a communication method that doesn't create hard-reference spaghetti. Targets UE 5.4+. (Blueprints are node graphs; the snippets below describe node flows.)

When to use

  • Use when authoring a Blueprint Class, wiring the Event Graph (BeginPlay/Tick/overlap), using the Construction Script, creating variables/functions/macros, or choosing how two Blueprints communicate (Cast, Interface, or Event Dispatcher).
  • Use when the project has *.uproject and Blueprint *.uasset files, and the user works visually rather than in C++.

When not to use: performance-critical systems, large data structures, or anything that benefits from source control diffs and unit tests → unreal-cpp-gameplay. Player input mapping → unreal-enhanced-input. AI logic → unreal-behavior-trees.

Core workflow

  1. Choose the Blueprint type. A Blueprint Class (derived from Actor/Pawn/Character/ ActorComponent) defines a reusable object. The Level Blueprint is a per-level graph for level-specific scripting only — don't put reusable logic there.
  2. Use the Construction Script for editor-time setup (procedural placement, configuring components from variables) — it runs when the actor is placed or edited, not during play.
  3. Use the Event Graph for runtime logic. Event BeginPlay for init, input/overlap events for reactions. Avoid Event Tick unless you truly need per-frame work.
  4. Expose data with variables; click the eye icon to make a variable Instance Editable, and group related ones with categories. Mark pure functions (no exec pin) for getters.
  5. Pick a communication method by coupling (see Patterns): direct Cast for things you own, Blueprint Interface to call across types without hard references, Event Dispatcher to broadcast one-to-many.
  6. Verify with the Blueprint debugger: drop breakpoints on nodes, watch variable values, and use Print String to confirm execution paths during Play In Editor (PIE).

Read the full file on GitHub · 128 lines

Files

What ships with it

1 file 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. 11d ago First seen · 128 lines · 86 tokens per session scan A e05d578ef143

Subscribe to this mod's changes

unreal-blueprints is a skill published in the GitHub repository ukanwat/aaabench (384 stars, last pushed 27d ago), licensed MIT. It adds 86 tokens to every session and 1,398 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to unreal-blueprints, differing in 8 lines, and is treated as a copy.

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