ue5-pcg-building

ue5-pcg-building is a skill for Claude Code, Codex from IvanYangYangXi/artclaw_bridge. It costs 72 tokens per session (1,815 once invoked), scanned A, original, MIT.

A workflow for generating buildings in Unreal Engine 5.6 and 5.7 with PCG, Unreal's Procedural Content Generation system. It covers modular buildings, facade rules, blockouts, and runtime generation.

In plain words
What is it for?
Use it to plan lot-based building placement, shape-grammar rules, facade generation, runtime scheduling, static mesh output, and interactive actor spawning.
Why use it?
It helps turn designer constraints into repeatable building layouts while keeping random results deterministic through fixed inputs and seeds.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to plan lot-based building placement, shape-grammar rules, facade generation, runtime scheduling, static mesh output, and interactive actor spawning.

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Install with agentmods
npx agentmods add skills/ivanyangyangxi/artclaw_bridge/ue5-pcg-building
Install

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.

Any agent
npx skills add IvanYangYangXi/artclaw_bridge --skill ue5-pcg-building
Clone the repo
git clone --depth 1 https://github.com/IvanYangYangXi/artclaw_bridge

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for ue5-pcg-building

README.md
[![agentmods](https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-pcg-building/github.svg)](https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-pcg-building)
Your own site
<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-pcg-building"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-pcg-building/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.

agentmods 80×15 button for ue5-pcg-building

Your own site · 80×15
<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-pcg-building"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-pcg-building.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 72 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,815 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00072 $0.01815
Opus 5 $0.00036 $0.00907
Sonnet 5 $0.00014 $0.00363
Haiku 4.5 $0.00007 $0.00181

Measured 12d ago against content hash fb589557d660, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue5-pcg-building 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 12d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/marketplace/unreal/ue5-pcg-building/SKILL.md · 143 lines

How it starts

The opening of the file, as written. The whole thing — 143 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Quick Start

  • Define generation target: blockout towers, modular facades, or lot-based building sets.
  • Define deterministic inputs: lot splines/points, district tags, style preset, and seed.
  • Define runtime mode: static bake, on-demand, or runtime scheduled generation.
  • Define output mode: Static Mesh instances first, Spawn Actor only for interactive/stateful parts.

UE5.7 API Anchors

  • Runtime trigger and radii live on UPCGComponent:
    • EPCGComponentGenerationTrigger::GenerateAtRuntime
    • bOverrideGenerationRadii, GenerationRadii, SchedulingPolicyClass, SchedulingPolicy
    • GenerateLocal(...), Cleanup(...)
  • Runtime scheduler refresh lives on UPCGSubsystem:
    • RefreshRuntimeGenComponent(...)
    • RefreshAllRuntimeGenComponents(...)
    • CleanupLocalComponentsImmediate(...)
  • Output selection anchor classes:
    • UPCGStaticMeshSpawnerSettings for high-count rendering
    • UPCGSpawnActorSettings for interactive/stateful outputs
  • Shape Grammar anchor classes:
    • UPCGSubdivisionBaseSettings::GrammarSelection
    • Do not rely on deprecated grammar fields (bGrammarAsAttribute_DEPRECATED, Grammar_DEPRECATED)

Graph Stage Contract

  • Every stage must explicitly declare:
    • Input data type (EPCGDataType or asset source)
    • Core node/classes (minimum two)
    • Required parameters (seed, tags, ranges, radii, or style keys)
    • Output data type
    • Debug method (node-level checks, debug node, or log/assert path)
  • If a stage cannot satisfy these five items, treat the graph design as incomplete.

Workflow

1) Input

  • Input data type: actor/spline/point sources.
  • Core node/classes: UPCGDataFromActorSettings, UPCGGetActorPropertySettings, UPCGCreatePointsSettings.
  • Required parameters: lot tag filters, district/style tags, seed source, source bounds.
  • Output: normalized lot point or spline data with stable ordering.
  • Debug method: run UPCGDebugSettings after input stage and verify point count and bounds.

2) Filter

  • Input data type: point/spline data from Input stage.
  • Core node/classes: UPCGAttributeFilteringSettings, UPCGDensityFilterSettings, UPCGFilterByTagSettings.
  • Required parameters: slope range, exclusion tags, min lot area/width, occupancy constraints.
  • Output: only buildable lots/candidates.
  • Debug method: compare candidate count before/after filter and inspect rejected tag distribution.

Read the full file on GitHub · 143 lines

Files

What ships with it

5 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.

Changes

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.

  1. 12d ago First seen · 143 lines · 72 tokens per session scan A fb589557d660

Subscribe to this mod's changes

ue5-pcg-building is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 72 tokens to every session and 1,815 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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