aaabench: Skill for Claude Code

.claude/skills/unreal-cpp-gameplay/SKILL.md

unreal-cpp-gameplay is a skill for Claude Code from ukanwat/aaabench. It costs 105 tokens per session (1,566 once invoked), scanned A, a copy of unreal-cpp-gameplay, MIT.

A guide to writing Unreal Engine 5 gameplay code in C++, including the classes that represent players, game rules, objects, and reusable components. It also covers the code markers that connect C++ classes and properties to the Unreal Editor and Blueprints.

In plain words
What is it for?
Use it to create actors, characters, pawns, game modes, and actor components; expose properties or functions; set default gameplay classes; and update a module's Build.cs file.
Why use it?
It helps prevent common setup errors when creating Unreal C++ classes or exposing them to the editor. It also clarifies which gameplay class and module dependency belongs in each part of a project.

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-cpp-gameplay/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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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.

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Your own site · 80×15
<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>
Per session 105 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,566 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 91% 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 $0.00105 $0.01566
Opus 5.5 $0.00042 $0.00626
Sonnet 5.5 $0.00021 $0.00313
Haiku 4.5 $0.00011 $0.00157

Measured 1mo ago against content hash dcce71f6ac30, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

Origin

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.

.claude/skills/unreal-cpp-gameplay/SKILL.md · 151 lines

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 with UPROPERTY/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/*.cpp using UCLASS, 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

  1. 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.
  2. 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.
  3. Expose data with UPROPERTY (editor/Blueprint visibility and garbage-collection tracking) and behaviour with UFUNCTION (BlueprintCallable, etc.).
  4. Create components in the constructor with CreateDefaultSubobject<T>(TEXT("Name")) and set the RootComponent.
  5. Know the framework roles: AGameModeBase sets the rules + default classes; APawn/ ACharacter is the controllable body; APlayerController is the player's will; UActorComponent is reusable behaviour.
  6. Add module dependencies to *.Build.cs (e.g. EnhancedInput) or unresolved-symbol link errors follow.
  7. Verify by compiling (Live Coding Ctrl+Alt+F11 for function bodies; full rebuild for header/UPROPERTY changes) and checking the class/properties appear in the editor.

Read the full file on GitHub · 151 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. 1mo ago First seen · 151 lines · 105 tokens per session scan A dcce71f6ac30

Subscribe to this mod's changes

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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