aaabench: Skill for Claude Code

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

unreal-packaging is a skill for Claude Code from ukanwat/aaabench. It costs 89 tokens per session (1,285 once invoked), scanned A, a copy of unreal-packaging, MIT.

A guide to turning an Unreal Engine 5 project into a runnable build that can be tested or distributed. It covers editor and command-line packaging, including preparing the game's content and first map.

In plain words
What is it for?
Use it to package a UE5 project, cook its content, choose a build configuration, set the map that opens first, and automate builds with Unreal's RunUAT tool.
Why use it?
It helps avoid builds that start incorrectly, load a blank screen, or contain the wrong testing or release settings. It also explains the difference between Development builds for testing and Shipping builds for release.

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

Made for: Claude Code.

Wrote 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.

agentmods badge for unreal-packaging

README.md
[![agentmods](https://agentmods.dev/badge/skills/ukanwat/aaabench/unreal-packaging/github.svg)](https://agentmods.dev/skills/ukanwat/aaabench/unreal-packaging)
Your own site
<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.

agentmods 80×15 button for unreal-packaging

Your own site · 80×15
<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>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,285 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 88% 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 $0.00089 $0.01285
Opus 5 $0.00044 $0.00642
Sonnet 5 $0.00018 $0.00257
Haiku 4.5 $0.00009 $0.00128

Measured 9d ago against content hash b686e45fd8da, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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 9d 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

88% identical to unreal-packaging — 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-packaging/SKILL.md · 114 lines

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 BuildCookRun for CI.
  • Use when the project has a *.uproject and Config/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

  1. Set the launch map. Project Settings → Maps & ModesGame Default Map is what a packaged build loads first. Wrong/empty here is the most common "packaged game is black" cause.
  2. Pick the build configuration: Development (default; optimized but keeps logging/ stats/console for testing) vs Shipping (all optimizations, debugging tools stripped — for release). DebugGame/Debug are for debugging engine/game code and aren't for distribution; DebugGame isn't available for Blueprint-only projects.
  3. Understand cook vs package. Cooking converts assets to the target platform's format and packs them into .pak files. Packaging bundles the compiled executable + cooked content into a standalone, distributable set of files. Packaging runs a cook as part of it.
  4. Package from the editor: the Platforms menu → choose the platform (e.g. Windows) → set the Binary Configuration → Package Project → pick an output folder.
  5. Or build from the command line with the Unreal Automation Tool (RunUAT BuildCookRun) for repeatable/CI builds.
  6. Tune Packaging settings (Project Settings → Packaging): which maps/directories to cook, full-rebuild, compression, and whether to build all maps.
  7. Verify by running the packaged build, not just by a successful cook — launch the executable and confirm it loads the right map and runs.

Read the full file on GitHub · 114 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. 9d ago First seen · 114 lines · 89 tokens per session scan A b686e45fd8da

Subscribe to this mod's changes

unreal-packaging is a skill published in the GitHub repository ukanwat/aaabench (382 stars, last pushed 25d ago), licensed MIT. It adds 89 tokens to every session and 1,285 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to unreal-packaging, differing in 8 lines, and is treated as a copy.

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