map-blockout

map-blockout is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 104 tokens per session (1,918 once invoked), scanned A, original, MIT.

A tool for planning and creating an open-world first-person-shooter map blockout in Unreal Engine. A blockout is a rough playable layout used to test roads, landmarks, fields, forests, railways, and bridges before final art.

In plain words
What is it for?
Use it to lay out roads, points of interest, fields, forests or tree lines, railways, and bridges, then validate and materialize the design.
Why use it?
It turns a landscape into a structured map plan and checks each stage before creating the corresponding engine geometry.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Claude Code; mentions Codex.

Good fit Use it to lay out roads, points of interest, fields, forests or tree lines, railways, and bridges, then validate and materialize the design.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/map-blockout
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 kevinpbuckley/VibeUE --skill map-blockout
Clone the repo
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE

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 map-blockout

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/map-blockout/github.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/map-blockout)
Your own site
<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.

agentmods 80×15 button for map-blockout

Your own site · 80×15
<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>
Per session 104 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,918 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00104 $0.01918
Opus 5 $0.00052 $0.00959
Sonnet 5 $0.00021 $0.00384
Haiku 4.5 $0.00010 $0.00192

Measured 10d ago against content hash 4f80c6af257b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

Content/Skills/map-blockout/SKILL.md · 200 lines

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-manager tool (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.

Read the full file on GitHub · 200 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. 10d ago First seen · 200 lines · 104 tokens per session scan A 4f80c6af257b

Subscribe to this mod's changes

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.