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-cpp-gameplay/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-cpp-gameplay)<a href="https://agentmods.dev/skills/ukanwat/aaabench/unreal-cpp-gameplay"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/unreal-cpp-gameplay/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-cpp-gameplay"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/unreal-cpp-gameplay.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 | $0.00105 | $0.01566 |
| Opus 5.5 | $0.00042 | $0.00626 |
| Sonnet 5.5 | $0.00021 | $0.00313 |
| Haiku 4.5 | $0.00011 | $0.00157 |
Grade A, and why
unreal-cpp-gameplay 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
91% identical to unreal-cpp-gameplay — 24 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 — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal C++ Gameplay
Write correct UE5 gameplay C++: the reflection macros that connect C++ to the editor and Blueprints, the Gameplay Framework class roles, and module dependencies. Targets UE 5.4+.
When to use
- Use when creating C++ gameplay classes (
AActor,APawn,ACharacter,AGameModeBase,UActorComponent), exposing properties/functions withUPROPERTY/UFUNCTION, setting up a GameMode's default classes, or adding a module dependency in*.Build.cs. - Use when the project has a
Source/tree with*.h/*.cppusingUCLASS, and*.Build.cs.
When not to use: designer-facing visual logic → unreal-blueprints. Player input
binding details → unreal-enhanced-input. AI logic → unreal-behavior-trees. This skill owns
the C++ class/reflection foundation those build on.
Core workflow
- Name with the right prefix.
A= Actor-derived,U=UObject/component-derived,F= plain struct,E= enum,I= interface. The prefix must match the base class. - Declare the class with reflection macros.
UCLASS()above the class,GENERATED_BODY()as the first line in the body, and#include "ClassName.generated.h"as the last include in the header. - Expose data with
UPROPERTY(editor/Blueprint visibility and garbage-collection tracking) and behaviour withUFUNCTION(BlueprintCallable, etc.). - Create components in the constructor with
CreateDefaultSubobject<T>(TEXT("Name"))and set theRootComponent. - Know the framework roles:
AGameModeBasesets the rules + default classes;APawn/ACharacteris the controllable body;APlayerControlleris the player's will;UActorComponentis reusable behaviour. - Add module dependencies to
*.Build.cs(e.g.EnhancedInput) or unresolved-symbol link errors follow. - Verify by compiling (Live Coding
Ctrl+Alt+F11for function bodies; full rebuild for header/UPROPERTY changes) and checking the class/properties appear in the editor.
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 · 151 lines · 105 tokens per session scan A dcce71f6ac30
unreal-cpp-gameplay is a skill published in the GitHub repository ukanwat/aaabench (385 stars, last pushed 2mo ago), licensed MIT. It adds 105 tokens to every session and 1,566 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 91% identical to unreal-cpp-gameplay, differing in 24 lines, and is treated as a copy.
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