aaabench: Skill for Claude Code

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

unreal-niagara is a skill for Claude Code from ukanwat/aaabench. It costs 85 tokens per session (1,458 once invoked), scanned A, a copy of unreal-niagara, MIT.

A guide to creating real-time particle effects in Unreal Engine 5 with Niagara. Niagara is Unreal's system for building effects such as fire, magic, impacts, and muzzle flashes.

In plain words
What is it for?
Use it to build systems and emitters, arrange their processing stages, expose values for gameplay control, and spawn effects from Blueprints or C++.
Why use it?
It explains how to organize effects and connect them to gameplay when working with Niagara assets.

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-niagara/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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Per session 85 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,458 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 92% 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 $0.00085 $0.01458
Opus 5 $0.00043 $0.00729
Sonnet 5 $0.00017 $0.00292
Haiku 4.5 $0.00009 $0.00146

Measured 11d ago against content hash 39a0c0e390d7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

unreal-niagara 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

92% identical to unreal-niagara — 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-niagara/SKILL.md · 130 lines

How it starts

The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Niagara VFX

Build and control real-time visual effects in UE5 with Niagara: understand the System/Emitter/Module hierarchy, expose parameters you can drive from gameplay, and spawn effects at runtime. Targets UE 5.4+. (Niagara replaces the legacy Cascade system.)

When to use

  • Use when creating a Niagara System (NS_) and Emitters (NE_), wiring modules in the spawn/update stages, exposing User parameters to gameplay, or spawning/driving an effect (impact, muzzle flash, fire, magic) from Blueprint or C++.
  • Use when the project has Niagara NS_/NE_ assets or references UNiagaraComponent.

When not to use: material/shader authoring (the look of a surface, not particles) is a separate topic; shader-programming covers cross-engine shader concepts. Audio for the effect → audio-design.

Core workflow

  1. Understand the hierarchy. A Niagara System (NS_) is the effect you place/spawn; it contains one or more Emitters (NE_, often emitter templates). Each emitter runs in stages: Emitter Spawn/Update, Particle Spawn/Update, optional Event Handler, and Render.
  2. Build behaviour from Modules, which execute top-to-bottom in each stage (Spawn Rate, Add Velocity, Gravity Force, Color over Life, etc.). Order matters — a later module reads the values earlier ones wrote.
  3. Know the parameter namespaces: System, Emitter, Particle, and User. Only User-namespace parameters are exposed to and settable from Blueprint/C++; the others are internal to the simulation.
  4. Spawn at runtime with UNiagaraFunctionLibrary::SpawnSystemAtLocation (world position) or SpawnSystemAttached (follows a component/socket), which return a UNiagaraComponent.
  5. Drive the effect by setting its User parameters on the returned component (color, spawn rate, a target position) and Activate/Deactivate it.
  6. Verify in the Niagara editor preview and in-level; check bounds (especially GPU emitters), and confirm the effect culls/destroys correctly.

Read the full file on GitHub · 130 lines

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 · 130 lines · 85 tokens per session scan A 39a0c0e390d7

Subscribe to this mod's changes

unreal-niagara is a skill published in the GitHub repository ukanwat/aaabench (384 stars, last pushed 27d ago), licensed MIT. It adds 85 tokens to every session and 1,458 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 92% identical to unreal-niagara, differing in 8 lines, and is treated as a copy.

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