Agent skill

Unreal Modeling Attributes

by Italink in Italink/UnrealClientProtocol

GeometryScript 网格属性操作。当用户要求设置/查询顶点色、Polygroup、材质 ID 时使用. An agent skill from Italink/UnrealClientProtocol.

MITAuto-check passedGame Development

Install Unreal Modeling Attributes

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

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

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-attributes --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-attributes .claude/skills/unreal-modeling-attributes && 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-attributes
GitHub stars
127
Token cost
~1.4k tokens
SKILL.md length
310 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

GeometryScript 网格属性操作。当用户要求设置/查询顶点色、Polygroup、材质 ID 时使用. An agent skill from Italink/UnrealClientProtocol.

  • Tasks that involve Game development
  • SKILL.md covers 库, 顶点色函数, Polygroup 函数 and 材质函数, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unreal Modeling Attributes is an agent skill from Italink/UnrealClientProtocol. GeometryScript 网格属性操作。当用户要求设置/查询顶点色、Polygroup、材质 ID 时使用。

Its SKILL.md is about 1.4k 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-attributes”

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 Attributes loads about 1.4k tokens when it runs. Until then it costs about 21 tokens; SKILL.md has 310 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~21
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k

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). 310 words, ~1,363 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-modeling-attributes/SKILL.md (or your agent's skills folder).
name
unreal-modeling-attributes
description
GeometryScript 网格属性操作。当用户要求设置/查询顶点色、Polygroup、材质 ID 时使用。

建模 — 属性

前置条件:先阅读 unreal-modeling。

库

库CDO
顶点色/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshVertexColorFunctions
Polygroup/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPolygroupFunctions
材质/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshMaterialFunctions

TargetMesh 为 UDynamicMesh* 路径字符串。Debug 省略。需要 FGeometryScriptMeshSelection 的函数,用 MeshOperationLibrary 桥接。需要 FGeometryScriptColorList 的函数,用 MakeColorList/GetColorListArray 桥接。

顶点色函数

函数关键参数说明
SetMeshConstantVertexColorTargetMesh, Color(FLinearColor), Flags, bClearExisting设置全 mesh 统一顶点色
SetMeshSelectionVertexColorTargetMesh, Selection, Color, Flags, bCreateColorSeam设置选中区域顶点色
SetMeshPerVertexColorsTargetMesh, VertexColorList批量设置每顶点颜色(列表大小 = MaxVertexID)
GetMeshPerVertexColorsTargetMeshout:VertexColorList、bIsValidColorSet、bHasVertexIDGaps、bHasSplitColors
SetMeshTriangleVertexColorTargetMesh, TriangleID, Color, Flags, bDeferChangeNotifications设置单个三角形顶点色
GetMeshTriangleVertexColorsTargetMesh, TriangleID返回三角形三个角的顶点色
BlurMeshVertexColorsTargetMesh, Selection, Options模糊/平滑顶点色
TransferVertexColorFromMeshTargetMesh, SourceMesh, Options从另一个 mesh 传输顶点色
FGeometryScriptColorFlags
字段类型默认值说明
bRedbooltrue影响 R 通道
bGreenbooltrue影响 G 通道
bBluebooltrue影响 B 通道
bAlphabooltrue影响 A 通道

Polygroup 函数

函数关键参数说明
SetNumExtendedPolygroupLayersTargetMesh, NumLayers设置扩展 Polygroup 层数
ClearPolygroupsTargetMesh, GroupLayer清除 Polygroup(全部设为 0)
SetPolygroupForMeshSelectionTargetMesh, GroupLayer, Selection, SetPolygroupIDOut设置选中区域的 Polygroup ID
SetGroupIDForMeshSelectionTargetMesh, GroupLayer, Selection, NewGroupID设置选中区域为指定 Group ID
GetTrianglePolygroupIDTargetMesh, GroupLayer, TriangleID获取三角形的 Polygroup ID
GetAllPolygroupIDsTargetMesh, GroupLayer获取所有 Polygroup ID 列表
GetPolygroupIDsInMeshSelectionTargetMesh, GroupLayer, Selection获取选中区域内的 Polygroup ID 列表
ComputePolygroupsFromAngleThresholdTargetMesh, GroupLayer, CreaseAngle, MinGroupSize按角度阈值自动计算 Polygroup
ComputePolygroupsFromPolygonDetectionTargetMesh, GroupLayer, bRespectUVSeams, bRespectHardNormals, QuadAdjacencyWeight, MinQuadCount按多边形检测计算 Polygroup
CopyPolygroupsLayerTargetMesh, FromGroupLayer, ToGroupLayer复制 Polygroup 层
ConvertComponentsToPolygroupsTargetMesh, GroupLayer将连通分量转为 Polygroup
ConvertUVIslandsToPolygroupsTargetMesh, GroupLayer, UVLayer将 UV 岛转为 Polygroup
DeleteTrianglesInPolygroupTargetMesh, GroupLayer, PolygroupID删除指定 Polygroup 的三角形
FGeometryScriptGroupLayer
字段类型默认值说明
bDefaultLayerbooltrue使用默认层
ExtendedLayerIndexint0扩展层索引(当 bDefaultLayer=false 时)

材质函数

函数关键参数说明
EnableMaterialIDsTargetMesh启用材质 ID 属性
SetMaterialIDOnTrianglesTargetMesh, TriangleIDList, MaterialID设置指定三角形的材质 ID
SetMaterialIDForMeshSelectionTargetMesh, Selection, MaterialID设置选中区域的材质 ID
SetAllMeshMaterialIDsTargetMesh, TriangleMaterialIDList批量设置所有三角形的材质 ID
GetTriangleMaterialIDTargetMesh, TriangleID获取三角形的材质 ID
GetAllTriangleMaterialIDsTargetMesh获取所有三角形的材质 ID 列表
GetMaterialIDsOfMeshTargetMesh获取 mesh 中使用的所有材质 ID 集合
RemapMaterialIDsTargetMesh, FromMaterialID, ToMaterialID重映射材质 ID
SetPolygroupMaterialIDTargetMesh, GroupLayer, PolygroupID, MaterialID按 Polygroup 设置材质 ID
DeleteTrianglesByMaterialIDTargetMesh, MaterialID删除指定材质 ID 的三角形
GetMaxMaterialIDTargetMesh获取最大材质 ID
CompactMaterialIDsTargetMesh压缩材质 ID(移除未使用的间隙)

JSON 示例

设置全 mesh 统一顶点色(红色):

json
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshVertexColorFunctions","function":"SetMeshConstantVertexColor","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","Color":{"R":1,"G":0,"B":0,"A":1},"Flags":{"bRed":true,"bGreen":true,"bBlue":true,"bAlpha":true},"bClearExisting":true}}

按角度阈值计算 Polygroup(30° 折痕):

json
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPolygroupFunctions","function":"ComputePolygroupsFromAngleThreshold","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","GroupLayer":{"bDefaultLayer":true,"ExtendedLayerIndex":0},"CreaseAngle":30,"MinGroupSize":2}}

设置材质 ID(将选中区域设为材质 1):

先用 MeshOperationLibrary.SelectTrianglesByIDs 创建选择,然后:

json
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshMaterialFunctions","function":"SetMaterialIDForMeshSelection","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","Selection":"<从桥接函数获取>","MaterialID":1}}

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-attributes of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

Unreal Modeling Attributes 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 Attributes compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Modeling Attributes this skillItalink/UnrealClientProtocol127—~1.4kAutomated 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 Attributes

What does Unreal Modeling Attributes do?

GeometryScript 网格属性操作。当用户要求设置/查询顶点色、Polygroup、材质 ID 时使用. An agent skill from Italink/UnrealClientProtocol. Unreal Modeling Attributes is an agent skill from Italink/UnrealClientProtocol.

When should I use Unreal Modeling Attributes?

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

How do I install Unreal Modeling Attributes in Claude Code?

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

How do I install Unreal Modeling Attributes in Codex?

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

Can I use Unreal Modeling Attributes 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-attributes -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-attributes, .gemini/skills/unreal-modeling-attributes, .github/skills/unreal-modeling-attributes and .opencode/skills/unreal-modeling-attributes in your project.

What does Unreal Modeling Attributes need to run?

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

Does Unreal Modeling Attributes 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 Attributes 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 Attributes use?

Unreal Modeling Attributes 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 Attributes use?

About 1.4k tokens (SKILL.md is roughly 5.5k 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 Attributes?

Skills that share tags, products or a category with Unreal Modeling Attributes: 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 Attributes?

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.