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 landscape-materialsgit 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-materials)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/landscape-materials"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/landscape-materials/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-materials"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/landscape-materials.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 | $0.00080 | $0.01517 |
| Opus 5 | $0.00040 | $0.00758 |
| Sonnet 5 | $0.00016 | $0.00303 |
| Haiku 4.5 | $0.00008 | $0.00152 |
Grade A, and why
landscape-materials 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 — 140 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: "materials-and-shaders"}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 Material System Skill
When to Use This Skill vs. landscape-auto-material
- This skill (
landscape-materials): Simple materials with 2-5 layers usingLandscapeLayerBlend. Good for prototyping. landscape-auto-material: Production materials using material functions, RVT, and material instances. Good for shipping quality. Use when you need the Real_Landscape paradigm with auto-layering, altitude/slope blending via material functions, and biome configuration through material instances.
If you need material functions, Runtime Virtual Textures, or the master-material + instance pattern, load the landscape-auto-material skill (the engine's AgentSkillToolset GetSkills exposes it).
Critical Rules
🚨 Inspect Before Modifying Existing Landscape Materials
Before modifying an existing landscape material, you MUST export and review its current graph:
import unreal, json
path = "/Game/Materials/M_Terrain"
# Step 1: Get material info
info = unreal.MaterialService.get_material_info(path)
print(f"Blend: {info.blend_mode}, Shading: {info.shading_model}")
# Step 2: Export full graph to see what nodes and connections already exist
graph = json.loads(unreal.MaterialNodeService.export_material_graph(path))
for expr in graph['expressions']:
name = expr.get('parameter_name') or expr.get('class')
print(f" [{expr['id']}] {expr['class']} - {name}")
if expr.get('landscape_layers'):
for layer in expr['landscape_layers']:
print(f" Layer: {layer}")
for oc in graph['output_connections']:
print(f" Output '{oc['property']}' ← expr {oc['expression_id']}")
What ships with it
3 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 · 140 lines · 80 tokens per session scan A 24040193070e
landscape-materials is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 7d ago), licensed MIT. It adds 80 tokens to every session and 1,517 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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