Agent skill

Unreal Modeling Create

by Italink in Italink/UnrealClientProtocol

Create geometry through the GeometryScript modeling workflow.

MITAuto-check passedGame Development

Install Unreal Modeling Create

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

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

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-create --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-create .claude/skills/unreal-modeling-create && 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-create
GitHub stars
127
Token cost
~706 tokens
SKILL.md length
305 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Create geometry through the GeometryScript modeling workflow.

  • Works in 4 steps: create a working mesh → call a primitive append function on the… → if needed, continue into meshops /… → …
  • The user asks to create primitives
  • SKILL.md covers Goal, Required decision rules, Standard create workflow and Primary libraries, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unreal Modeling Create is an agent skill from Italink/UnrealClientProtocol. Create geometry through the GeometryScript modeling workflow. Use when the user asks to create primitives, generate profile-based shapes, or produce mesh assets or working meshes for downstream pipelines.

Its SKILL.md is about 710 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

  • The user asks to create primitives
  • Generate profile-based shapes
  • Produce mesh assets
  • Working meshes for downstream pipelines

Example prompts

  • “/unreal-modeling-create”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. create a working mesh
  2. call a primitive append function on the working mesh
  3. if needed, continue into meshops / deform / UV steps
  4. only write back if asset output is required

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.

    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 Create loads about 706 tokens when it runs. Until then it costs about 57 tokens; SKILL.md has 305 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~57
When it runs · the whole SKILL.md, loaded when a task matches
~706

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). 305 words, ~706 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-modeling-create/SKILL.md (or your agent's skills folder).
name
unreal-modeling-create
description
Create geometry through the GeometryScript modeling workflow. Use when the user asks to create primitives, generate profile-based shapes, or produce mesh assets or working meshes for downstream pipelines.

Modeling — Create

Prerequisite: read unreal-modeling-core first.

Goal

Use this skill when the output should be one of the following:

  • a transient working mesh for further processing
  • a static mesh asset updated from generated geometry
  • a new geometry result that will be consumed by a higher-level pipeline

Required decision rules

If the user wants a new mesh to be processed later

Stop at the working mesh stage unless asset output is explicitly required.

If the user wants a reusable asset result

Create geometry in a working mesh first, then write it to a static mesh asset.

Standard create workflow

text
CreateWorkingMesh
-> GeometryScript create/modeling functions
-> optional writeback or asset creation
-> optional collision finalization

Primary libraries

  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPrimitiveFunctions
  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshModelingFunctions
  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_SimplePolygonFunctions
  • /Script/GeometryScriptingCore.Default__GeometryScriptLibrary_PolyPathFunctions
  • /Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_CreateNewAssetFunctions

Recipe: create a primitive working mesh

Use when

You need a box, sphere, cylinder, capsule, cone, disc, or torus as the starting point for later processing.

Steps
  1. create a working mesh
  2. call a primitive append function on the working mesh
  3. if needed, continue into meshops / deform / UV steps
  4. only write back if asset output is required
Output
  • default output: working mesh path
  • asset output only if explicitly requested

Recipe: create profile-based geometry

Use when

You need extrude / revolve / sweep style generation.

Steps
  1. create a working mesh
  2. construct the required polygon/path inputs
  3. call the relevant GeometryScript modeling/path functions
  4. validate geometry
  5. hand off the working mesh or write back

Recipe: create asset output from generated geometry

Use when

The end result must exist as a real mesh asset.

Steps
  1. create and populate a working mesh
  2. optionally preprocess normals / UV / repair
  3. write back to an existing asset or create a new asset
  4. if required, generate collision as a separate finalization step

Common mistakes to avoid

  • writing to assets too early before geometry preparation is complete
  • skipping the working mesh stage
  • combining creation and business-layer policy decisions in the same step

© 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-create of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

Unreal Modeling Create 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 Create compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Modeling Create this skillItalink/UnrealClientProtocol127—~706Automated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0
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 Create

What does Unreal Modeling Create do?

Create geometry through the GeometryScript modeling workflow. Unreal Modeling Create is an agent skill from Italink/UnrealClientProtocol. Create geometry through the GeometryScript modeling workflow.

When should I use Unreal Modeling Create?

Unreal Modeling Create fits situations like: the user asks to create primitives; generate profile-based shapes; produce mesh assets; working meshes for downstream pipelines.

How do I install Unreal Modeling Create in Claude Code?

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

How do I install Unreal Modeling Create in Codex?

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

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

What does Unreal Modeling Create need to run?

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

Does Unreal Modeling Create 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 Create 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 Create use?

Unreal Modeling Create 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 Create use?

About 706 tokens (SKILL.md is roughly 2.8k 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 Create?

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

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.