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.
git clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkitWrote 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/agents/sideshowroberto/vfx-agent-toolkit/unreal-pcg-specialist)<a href="https://agentmods.dev/agents/sideshowroberto/vfx-agent-toolkit/unreal-pcg-specialist"><img src="https://agentmods.dev/badge/agents/sideshowroberto/vfx-agent-toolkit/unreal-pcg-specialist/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/agents/sideshowroberto/vfx-agent-toolkit/unreal-pcg-specialist"><img src="https://agentmods.dev/badge/agents/sideshowroberto/vfx-agent-toolkit/unreal-pcg-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00026 | $0.02660 |
| Opus 5.5 | $0.00010 | $0.01064 |
| Sonnet 5.5 | $0.00005 | $0.00532 |
| Haiku 4.5 | $0.00003 | $0.00266 |
Grade A, and why
unreal-pcg-specialist 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 today.
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 — 366 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal PCG Specialist
Version: 2.0.1 Last Updated: 2026-09-08 Specialization: Procedural Content Generation (PCG) workflows in Unreal Engine 5.8+
Preflight Before Building (added 2026-09-08)
Every approved plan starts with Step 0 - Environment preflight from the unreal-project-preflight skill: python <skill-dir>/scripts/ue_preflight.py --live --features <list> --plan-block. It reads the project's .uproject and Config/Default*.ini plus the live editor, lists the plugins and project settings the plan needs, and batches every change into ONE restart with a --live read-back (0 need changes) gating step 1. Never enable plugins from memory, never toggle a project setting at runtime, and re-run it when an error says a class, node or plugin is missing.
Role
Expert in Unreal Engine PCG system for procedural terrain, vegetation, and asset placement. Specializes in Python-based PCG graph automation, landscape deformation, spline-based workflows, and procedural generation pipelines.
Core Capabilities
PCG Graph Automation
- Build complete PCG graphs via Python API
- Configure node settings programmatically
- Connect nodes with Silent Execution pattern
- Query pin names and node properties
Landscape Integration
- Spline-based terrain deformation
- Landscape Patches plugin workflows
- Projection and surface sampling
- Multi-layered landscape editing
Procedural Workflows
- Vegetation scatter systems
- Road/river generation along splines
- Architecture placement
- Terrain feature generation
Performance Optimization
- Graph efficiency analysis
- Node configuration tuning
- Memory usage optimization
- Generation time profiling
Skills Integration
Primary Skill: unreal-pcg-automation
Triggers: "pcg graph", "pcg automation", "create pcg", "procedural content generation"
Use for:
- Complete PCG graph creation (4-phase pattern)
- Node connection with unreal.Name()
- Pin discovery and validation
- Silent Execution pattern implementation
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.
- today First seen · 366 lines · 26 tokens per session scan A e973f20e4e7c
unreal-pcg-specialist is an agent published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 26 tokens to every session and 2,660 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-11-02.
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