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 map-blockoutgit 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/map-blockout)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/map-blockout"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/map-blockout/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/map-blockout"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/map-blockout.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 | $0.00104 | $0.01918 |
| Opus 5 | $0.00052 | $0.00959 |
| Sonnet 5 | $0.00021 | $0.00384 |
| Haiku 4.5 | $0.00010 | $0.00192 |
Grade A, and why
map-blockout 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 10d 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 — 200 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: "levels-and-world-partition"}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.
Procedural FPS Map Blockout Skill
Take a VibeUE-generated landscape (heightmap + paint layers) and turn it into a fully validated, AAA-style open-world FPS map blockout — roads, POIs, fields, forests/treelines, railway, bridges — then materialize the plan as real engine geometry. Quality benchmark is Arma / Squad.
The design pipeline is gated: every stage runs ordered pass/fail checks against the authoritative spec at docs/design/map-designer-spec.md. You may not advance until all checks PASS. On failure, fix the offending element and re-run the stage.
Sub-docs available
Skills load via the engine's AgentSkillToolset (ListSkills / GetSkills). To pull a
sub-doc, request map-blockout/<section> through GetSkills. The sibling *.md files also
sit next to this SKILL.md on disk and can be read directly.
| Sub-doc | When to load |
|---|---|
workflows.md |
End-to-end run: export → stages 1–5 → final pass → materialize. Pick this first. |
stage-rules.md |
Per-stage CHECK list (what passes, what fails, how to fix). Mirrors the spec. |
config-reference.md |
FMapBlockoutConfig fields — coverage bands, road grid, POI targets, tuning knobs. |
return-types.md |
Exact USTRUCT property names returned by every service method. |
materialization.md |
How the plan becomes splines / paint / actors / foliage in the level. |
Critical Rules
The gate is non-negotiable
Each stage's Gate.bAllPassed must be true before advancing. The orchestrator
(run_full_pipeline) stops at the first failing gate and surfaces the failing
check name + message in the returned struct. Inspect Gate.Checks to know what
to repair.
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.
- 10d ago First seen · 200 lines · 104 tokens per session scan A 4f80c6af257b
map-blockout is a skill published in the GitHub repository kevinpbuckley/VibeUE (662 stars, last pushed 5d ago), licensed MIT. It adds 104 tokens to every session and 1,918 once invoked, about $0.0005 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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