Agent skill

Unreal Modeling Asset

by Italink in Italink/UnrealClientProtocol

GeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。

MITAuto-check passedGame Development

Install Unreal Modeling Asset

skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-asset -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-asset --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Skills/unreal-modeling-asset .claude/skills/unreal-modeling-asset && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unreal-modeling-asset
GitHub stars
127
Token cost
~1.5k tokens
SKILL.md length
288 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

GeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。

  • Tasks that involve Game development
  • SKILL.md covers 简化版 vs 原生版, 库, StaticMesh 读写函数 and 新建资产函数, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unreal Modeling Asset is an agent skill from Italink/UnrealClientProtocol. GeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game development. The repository describes itself as: Lightweight UE5 plugin that exposes Unreal Engine's reflection system over TCP+JSON — let AI agents call UFunctions, read/write UProperties, and inspect any UObject in a running… The licence is MIT.

When your agent uses it

  • Tasks that involve Game development

Example prompts

  • “/unreal-modeling-asset”

What it can do on your machine

Read from SKILL.md and the folder at commit 7f0a56e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are json).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unreal Modeling Asset loads about 1.5k tokens when it runs. Until then it costs about 23 tokens; SKILL.md has 288 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~23
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 288 words, ~1,493 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-modeling-asset/SKILL.md (or your agent's skills folder).
name
unreal-modeling-asset
description
GeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。

建模 — 资产与碰撞

前置条件:先阅读 unreal-modeling。

简化版 vs 原生版

简单场景优先使用 MeshOperationLibrary 的 CopyFromStaticMesh/CopyToStaticMesh/CopyToNewStaticMeshAsset(默认选项,一步完成)。

本 Skill 中的原生函数用于需要精细控制的场景:指定 LOD、自定义 Options、碰撞生成等。

库

库CDO
StaticMesh 读写/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_StaticMeshFunctions
新建资产/Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_CreateNewAssetFunctions
碰撞/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_CollisionFunctions
编辑器 DynamicMesh/Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_EditorDynamicMeshFunctions

StaticMesh 读写函数

函数关键参数说明
CopyMeshFromStaticMeshV2FromStaticMeshAsset, ToDynamicMesh, AssetOptions, RequestedLOD, bUseSectionMaterials从 StaticMesh 加载到 DynamicMesh。out:Outcome
CopyMeshToStaticMeshFromDynamicMesh, ToStaticMeshAsset, Options, TargetLOD, bUseSectionMaterials写回 StaticMesh。out:Outcome
GetSectionMaterialListFromStaticMeshFromStaticMeshAsset, RequestedLOD获取材质列表。out:MaterialList、MaterialIndex、Outcome
FGeometryScriptCopyMeshFromAssetOptions
字段类型默认值说明
bApplyBuildSettingsbooltrue应用构建设置
bRequestTangentsbooltrue请求切线
bIgnoreRemoveDegeneratesbooltrue忽略退化三角形移除
FGeometryScriptMeshReadLOD
字段类型默认值说明
LODTypeEGeometryScriptLODTypeMaxAvailableLOD 类型
LODIndexint0LOD 索引
EGeometryScriptLODType
值说明
MaxAvailable最高质量可用 LOD
HiResSourceModel高分辨率源模型(编辑器专用)
SourceModel源模型指定 LOD
RenderData渲染数据 LOD(运行时需要 bAllowCPUAccess)
FGeometryScriptCopyMeshToAssetOptions
字段类型默认值说明
bEnableRecomputeNormalsboolfalse重算法线
bEnableRecomputeTangentsboolfalse重算切线
bEnableRemoveDegeneratesboolfalse移除退化三角形
FGeometryScriptMeshWriteLOD
字段类型默认值说明
bWriteHiResSourceboolfalse写入高分辨率源
LODIndexint0目标 LOD 索引

新建资产函数

函数关键参数说明
CreateNewStaticMeshAssetFromMeshFromDynamicMesh, AssetPathAndName, Options从 DynamicMesh 创建新 StaticMesh 资产。out:Outcome,返回 UStaticMesh*
CreateNewStaticMeshAssetFromMeshLODsFromDynamicMeshLODs(数组), AssetPathAndName, Options从多个 DynamicMesh 创建多 LOD 资产
CreateUniqueNewAssetPathNameAssetFolderPath, BaseAssetName, UniqueAssetPathAndName生成唯一资产路径

碰撞函数

从 Mesh 生成碰撞
函数关键参数说明
SetStaticMeshCollisionFromMeshFromDynamicMesh, ToStaticMeshAsset, CollisionOptions, StaticMeshCollisionOptions从 DynamicMesh 设置 StaticMesh 碰撞
SetDynamicMeshCollisionFromMeshFromDynamicMesh, ToDynamicMeshComponent, CollisionOptions设置 DynamicMeshComponent 碰撞
ResetDynamicMeshCollisionComponent, bEmitTransaction重置碰撞
简单碰撞生成
函数关键参数说明
ComputeSimpleCollisionTargetMesh, Options, SimpleCollision计算简单碰撞体。out:SimpleCollision
SetStaticMeshCollisionFromSimpleCollisionStaticMeshAsset, SimpleCollision将简单碰撞应用到 StaticMesh
AppendSimpleCollisionShapesTargetMesh, SimpleCollision, Options将碰撞形状追加为 mesh 几何体
FGeometryScriptCollisionFromMeshOptions
字段类型默认值说明
bEmitTransactionbooltrue发出事务(支持撤销)
MethodEGeometryScriptCollisionGenerationMethodConvexDecomposition碰撞生成方法
bAutoDetectSpheresboolfalse自动检测球体
bAutoDetectBoxesboolfalse自动检测盒体
bAutoDetectCapsulesboolfalse自动检测胶囊体
MinThicknessfloat1.0最小厚度
bSimplifyHullsbooltrue简化凸包
HullTargetFaceCountint25凸包目标面数
MaxConvexHullsint4最大凸包数
EGeometryScriptCollisionGenerationMethod
值说明
AlignedBoxes轴对齐盒体
OrientedBoxes有向盒体
MinimalSpheres最小球体
Capsules胶囊体
ProjectedHulls投影凸包
SweptHulls扫掠凸包
MinVolumeHulls最小体积凸包
ConvexDecomposition凸分解(最通用)

JSON 示例

从 StaticMesh 加载指定 LOD:

json
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_StaticMeshFunctions","function":"CopyMeshFromStaticMeshV2","params":{"FromStaticMeshAsset":"/Game/Meshes/SM_Rock.SM_Rock","ToDynamicMesh":"/Engine/Transient.DynamicMesh_0","AssetOptions":{"bApplyBuildSettings":true,"bRequestTangents":true},"RequestedLOD":{"LODType":"SourceModel","LODIndex":0},"bUseSectionMaterials":true}}

写回 StaticMesh 并重算法线/切线:

json
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_StaticMeshFunctions","function":"CopyMeshToStaticMesh","params":{"FromDynamicMesh":"/Engine/Transient.DynamicMesh_0","ToStaticMeshAsset":"/Game/Meshes/SM_Rock.SM_Rock","Options":{"bEnableRecomputeNormals":true,"bEnableRecomputeTangents":true,"bEnableRemoveDegenerates":true},"TargetLOD":{"bWriteHiResSource":false,"LODIndex":0},"bUseSectionMaterials":true}}

生成碰撞(凸分解):

json
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_CollisionFunctions","function":"SetStaticMeshCollisionFromMesh","params":{"FromDynamicMesh":"/Engine/Transient.DynamicMesh_0","ToStaticMeshAsset":"/Game/Meshes/SM_Rock.SM_Rock","CollisionOptions":{"Method":"ConvexDecomposition","MaxConvexHulls":4,"bSimplifyHulls":true,"HullTargetFaceCount":25},"StaticMeshCollisionOptions":{}}}

发现

对上述任意 CDO 路径调用 DescribeObject 可查看完整函数列表和参数签名。

© Italink, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in Skills/unreal-modeling-asset of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

Unreal Modeling Asset next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unreal Modeling Asset compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Modeling Asset this skillItalink/UnrealClientProtocol127—~1.5kAutomated safety check: PassMIT
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2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Dev StoryDonchitos/Claude-Code-Game-Studios26k—~2.4kAutomated safety check: NotesMIT

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Questions about Unreal Modeling Asset

What does Unreal Modeling Asset do?

GeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。. Unreal Modeling Asset is an agent skill from Italink/UnrealClientProtocol.

When should I use Unreal Modeling Asset?

Unreal Modeling Asset fits situations like: tasks that involve Game development.

How do I install Unreal Modeling Asset in Claude Code?

Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-asset -a claude-code`. Or copy the skill folder (Skills/unreal-modeling-asset in Italink/UnrealClientProtocol) into .claude/skills/unreal-modeling-asset in your project. Claude Code loads it when a task matches its description.

How do I install Unreal Modeling Asset in Codex?

Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-asset -a codex`. Or copy the skill folder (Skills/unreal-modeling-asset in Italink/UnrealClientProtocol) into .agents/skills/unreal-modeling-asset in your project. Codex loads it when a task matches its description.

Can I use Unreal Modeling Asset in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-asset -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unreal-modeling-asset, .gemini/skills/unreal-modeling-asset, .github/skills/unreal-modeling-asset and .opencode/skills/unreal-modeling-asset in your project.

What does Unreal Modeling Asset need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Modeling Asset is instructions for the agent only.

Does Unreal Modeling Asset access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unreal Modeling Asset safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unreal Modeling Asset use?

Unreal Modeling Asset is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unreal Modeling Asset use?

About 1.5k tokens (SKILL.md is roughly 6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unreal Modeling Asset?

Skills that share tags, products or a category with Unreal Modeling Asset: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Modeling Asset?

Italink (a GitHub user) maintains it in Italink/UnrealClientProtocol, which has 127 GitHub stars. The repository holds 24 skills in this directory. The repository was last updated on August 28, 2026.

Source: Italink/UnrealClientProtocol on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.