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.
curl -O https://raw.githubusercontent.com/ukanwat/aaabench/main/.claude/skills/unreal-blueprints/SKILL.mdgit clone --depth 1 https://github.com/ukanwat/aaabenchWrote 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/ukanwat/aaabench/unreal-blueprints)<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.
<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>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 | $0.00086 | $0.01398 |
| Opus 5.5 | $0.00034 | $0.00559 |
| Sonnet 5.5 | $0.00017 | $0.00280 |
| Haiku 4.5 | $0.00009 | $0.00140 |
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 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
88% identical to unreal-blueprints — 11 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 — 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
*.uprojectand Blueprint*.uassetfiles, 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
- 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.
- 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.
- Use the Event Graph for runtime logic.
Event BeginPlayfor init, input/overlap events for reactions. AvoidEvent Tickunless you truly need per-frame work. - 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.
- 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.
- 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).
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.
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 · 128 lines · 86 tokens per session scan A e05d578ef143
unreal-blueprints is a skill published in the GitHub repository ukanwat/aaabench (385 stars, last pushed 2mo ago), licensed MIT. It adds 86 tokens to every session and 1,398 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 88% identical to unreal-blueprints, differing in 11 lines, and is treated as a copy.
Other skills, from other repositories
unreal-engineer
!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || echo "=== 3D Foundations not loaded ===".
unreal-playtest-agent
Domain skill - run screenshot-light PIE playtest episodes with structured entity observations, bounded semantic actions, transition polling, and in-memory traces for QA and external policy or RL runners.
unreal-level
Domain skill - Unreal Engine level and world management: inspect level state, load and save maps, read or edit world settings, and measure native collision distances in Editor or PIE worlds. Not for individual actor transform edits - use unreal-actors for that.
unreal-pie
Domain skill - Unreal Engine Play-In-Editor (PIE) closed-loop verification. Provides PIE lifecycle control (enter/pause/resume/exit), controlled input injection (no OS dependency), viewport screenshot capture, output log snapshot, performance sampling, and Automation Test execution with async job polling. Use for…
unreal-actors
Domain skill - Unreal Engine actor management: list, spawn, transform, and delete level actors. Use when inspecting or editing actors in the current Unreal Editor level. Not for Content Browser asset import/export - use unreal-assets for that.
unreal-assets
Domain skill - Unreal Engine Content Browser asset management: list, import, export, inspect, and delete assets. Use for package and asset operations in the Unreal Editor. Not for actor placement or transforms - use unreal-actors for that.