Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add winyunq/UnrealMotionGraphicsMCP --skill umg-mcp-authoringgit clone --depth 1 https://github.com/winyunq/UnrealMotionGraphicsMCPWrote 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/winyunq/unrealmotiongraphicsmcp/umg-mcp-authoring)<a href="https://agentmods.dev/skills/winyunq/unrealmotiongraphicsmcp/umg-mcp-authoring"><img src="https://agentmods.dev/badge/skills/winyunq/unrealmotiongraphicsmcp/umg-mcp-authoring/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/winyunq/unrealmotiongraphicsmcp/umg-mcp-authoring"><img src="https://agentmods.dev/badge/skills/winyunq/unrealmotiongraphicsmcp/umg-mcp-authoring.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00079 | $0.02337 |
| Opus 5 | $0.00039 | $0.01169 |
| Sonnet 5 | $0.00016 | $0.00467 |
| Haiku 4.5 | $0.00008 | $0.00234 |
Grade A, and why
umg-mcp-authoring 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 13d 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.
How it starts
The opening of the file, as written. The whole thing — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UMG MCP Authoring
Use MCP tools as the hands and this skill as the experience. Do not mutate .uasset files directly and do not bypass MCP with raw socket scripts when validating the public protocol.
For the five-system login demo and concrete script workflow, read login-demo.md.
Workflow
-
Set the attention target first with
set_target_umg_asset.- Passing a missing
/Game/...UMG path creates aWidgetBlueprint. - Use
set_target_widgetonly when the next operation is intentionally scoped to a widget. - Prefer omitted/default path arguments after target is established.
- Passing a missing
-
Build widget structure with panel parents.
CanvasPanel,Overlay,VerticalBox, andHorizontalBoxare reliable authoring parents.- Current
create_widgetattaches children throughUPanelWidget; do not create children directly underButtonorBorder. - To put text on a button or content over a border, create an
Overlayand add the visual widget plus the text as siblings.
-
Write properties as union updates.
set_widget_propertiesshould set or overwrite supplied properties and leave unspecified properties intact.- Use
Slot.PositionandSlot.Sizealiases for CanvasPanel children when possible. - Use nested
Slotobjects for panel-slot alignment and padding. - Use
delete_widgetonly for explicit deletion and passconfirm_delete=true. - Prefer
apply_layoutfor bulk layout authoring;export_umg_to_jsonandapply_json_to_umgare hidden compatibility/debug paths.
-
Use HLSL materials for UI visual richness.
- Prefer
hlsl_set_target,hlsl_set, andhlsl_compile. - New HLSL targets default to UI material behavior.
- For detailed material rules, use the
umg-material-mcpskill.
- Prefer
-
Animate widgets through Sequencer.
- Create or select an animation with
create_animationandset_animation_scope. - Focus the animated widget with
set_target_widgetorset_widget_scope. - Use
animation_append_widget_tracksfor widget-oriented union key writes. - Use
animation_append_time_slicewhen authoring a single moment across one or more widgets. - Read back with
animation_overvieworanimation_time_properties; do not trust write responses alone. - Treat
get_animation_keyframes,get_animation_full_data,set_property_keys,remove_property_track, andremove_keysas hidden compatibility commands, not default authoring tools.
- Create or select an animation with
What ships with it
2 files 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.
- 13d ago First seen · 96 lines · 79 tokens per session scan A 1ee2bdf170ae
umg-mcp-authoring is a skill published in the GitHub repository winyunq/UnrealMotionGraphicsMCP (198 stars, last pushed 1mo ago), licensed MIT. It adds 79 tokens to every session and 2,337 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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