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 landscapegit 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/landscape)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/landscape"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/landscape/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/landscape"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/landscape.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium Excessive Agency · line 307 Skill enables autonomous high-impact decisions without human-in-the-loop verification. Critical operations (destructive commands, financial transactions, data deletion) should require explicit user confirmation.Fix: Add human-in-the-loop confirmation for destructive, irreversible, or high-impact operations. Never auto-execute commands that modify files, send data, or alter system state.
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 | $0.00089 | $0.05687 |
| Opus 5 | $0.00044 | $0.02844 |
| Sonnet 5 | $0.00018 | $0.01137 |
| Haiku 4.5 | $0.00009 | $0.00569 |
Grade A, and why
landscape 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 — 346 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.
Landscape Terrain Skill
Sub-docs available
This skill is split into the lean index (you are reading it) plus sibling sub-docs. Skills
load via the engine's AgentSkillToolset (ListSkills / GetSkills) — request
landscape/<section> through GetSkills, or read the sibling *.md file (it sits next to
this SKILL.md on disk) directly:
| Sub-doc | When to load |
|---|---|
return-types.md |
Exact property names of LandscapeCreateResult, LandscapeInfo_Custom, LandscapeLayerInfo_Custom, LandscapeSplinePointInfo, LandscapeSplineSegmentInfo, LandscapeSplineMeshEntryInfo, plus the create_landscape signature. |
workflows-creation.md |
Creating landscapes, getting info, importing/exporting heightmaps, recreating splines, copying terrain/paint layers between landscapes, calculating side-by-side offsets, reading height data in a region. |
workflows-editing.md |
Sculpting, direct region editing, procedural noise, painting layers, setting material, querying terrain, LandscapeGrassType creation/cloning, full landscape cloning, existence checks, heightmap sizing utilities. |
intelligent-sculpting.md |
v3 semantic features (mountain/valley/ridge/plateau/crater/terraces/erosion/blend), terrain analysis (slope/normal/flat areas), mesh projection, batch line traces, complete v3 workflow example. |
Critical Rules
Valid Quad Sizes
QuadsPerSection must be one of: 7, 15, 31, 63, 127, 255 SectionsPerComponent must be 1 or 2
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.
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 · 346 lines · 89 tokens per session scan A d37e741985c5
landscape is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 6d ago), licensed MIT. It adds 89 tokens to every session and 5,687 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.
Other skills, from other repositories
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gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
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How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.