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.
npx skills add kevinpbuckley/VibeUE --skill foliagegit clone --depth 1 https://github.com/kevinpbuckley/VibeUEWrote 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/skills/kevinpbuckley/vibeue/foliage)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/foliage"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/foliage/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/skills/kevinpbuckley/vibeue/foliage"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/foliage.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00063 | $0.03164 |
| Opus 5 | $0.00032 | $0.01582 |
| Sonnet 5 | $0.00013 | $0.00633 |
| Haiku 4.5 | $0.00006 | $0.00316 |
Grade A, and why
foliage 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 11d 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.
How it starts
The opening of the file, as written. The whole thing — 316 lines — stays where its author put it; the contents beside it link to each section on GitHub.
🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "landscape-and-foliage"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Foliage & Vegetation Skill
Critical Rules
Mesh Path Required
All placement methods require a valid UStaticMesh or UFoliageType asset path. Use discover_python_class('unreal.FoliageService') to see available methods.
Surface Trace
All scatter/add methods trace downward to find the ground surface. If no surface is hit (e.g., position is outside the landscape bounds), that instance is rejected. Check instances_rejected in the result.
Foliage Type Auto-Creation
When you pass a UStaticMesh path, the service auto-creates a transient UFoliageType internally. For persistent, reusable foliage types with custom properties, use create_foliage_type() first.
Seed for Reproducibility
Use the seed parameter to get reproducible scatter patterns. Same seed + same parameters = same layout. Use seed=0 for random.
Layer-Aware Placement Requires Landscape
scatter_foliage_on_layer() requires:
- A valid landscape name/label
- A painted layer on that landscape
- Layer weight threshold (0.0-1.0) — only places where weight exceeds threshold
If you get instances_added=0 with instances_rejected ≈ 4× requested, every candidate failed the surface trace or the weight check. Before blaming the threshold, check geometry:
- The scatter circle must overlap the painted part of the named landscape. A landscape is corner-anchored — created at (0,0) it spans (0,0)→(+50400,+50400) for 505 res @ scale 100, so a scatter "around (0,0)" is 3/4 off-landscape.
- Verify weights at a few candidate points first:
unreal.LandscapeService.get_layer_weights_at_location(label, x, y). - If another landscape/mesh overlaps the area at a higher Z, the surface trace hits that surface instead — instances land on the wrong surface or get rejected. Paint a larger area or center the scatter where only the target landscape exists.
What ships with it
1 file 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.
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.
- 11d ago First seen · 316 lines · 63 tokens per session scan A 8261b8bfbe76
foliage is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 7d ago), licensed MIT. It adds 63 tokens to every session and 3,164 once invoked, about $0.0003 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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