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-packaging/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-packaging)<a href="https://agentmods.dev/skills/ukanwat/aaabench/unreal-packaging"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/unreal-packaging/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-packaging"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/unreal-packaging.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 | $0.00089 | $0.01285 |
| Opus 5.5 | $0.00036 | $0.00514 |
| Sonnet 5.5 | $0.00018 | $0.00257 |
| Haiku 4.5 | $0.00009 | $0.00128 |
Grade A, and why
unreal-packaging 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-packaging — 52 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 — 114 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Packaging & Cooking
Turn a UE5 project into a runnable, distributable build: choose the right build configuration, cook content, set the launch map, and package — from the editor or the command line. Targets UE 5.4+.
When to use
- Use when producing a build (test or release), choosing Development vs Shipping, cooking
content, configuring Packaging / Maps & Modes settings, or automating builds with
RunUAT BuildCookRunfor CI. - Use when the project has a
*.uprojectandConfig/Default*.ini, and the goal is a packaged player rather than running in-editor.
When not to use: storefront submission/release process → steam-publish / itch-publish.
Editor-time gameplay/iteration is not packaging.
Core workflow
- Set the launch map. Project Settings → Maps & Modes → Game Default Map is what a packaged build loads first. Wrong/empty here is the most common "packaged game is black" cause.
- Pick the build configuration: Development (default; optimized but keeps logging/
stats/console for testing) vs Shipping (all optimizations, debugging tools stripped — for
release).
DebugGame/Debugare for debugging engine/game code and aren't for distribution;DebugGameisn't available for Blueprint-only projects. - Understand cook vs package. Cooking converts assets to the target platform's format
and packs them into
.pakfiles. Packaging bundles the compiled executable + cooked content into a standalone, distributable set of files. Packaging runs a cook as part of it. - Package from the editor: the Platforms menu → choose the platform (e.g. Windows) → set the Binary Configuration → Package Project → pick an output folder.
- Or build from the command line with the Unreal Automation Tool (
RunUAT BuildCookRun) for repeatable/CI builds. - Tune Packaging settings (Project Settings → Packaging): which maps/directories to cook, full-rebuild, compression, and whether to build all maps.
- Verify by running the packaged build, not just by a successful cook — launch the executable and confirm it loads the right map and runs.
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 · 114 lines · 89 tokens per session scan A b686e45fd8da
unreal-packaging is a skill published in the GitHub repository ukanwat/aaabench (385 stars, last pushed 2mo ago), licensed MIT. It adds 89 tokens to every session and 1,285 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 88% identical to unreal-packaging, differing in 52 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.