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 terrain-datagit 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/terrain-data)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/terrain-data"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/terrain-data/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/terrain-data"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/terrain-data.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 | $0.00086 | $0.04253 |
| Opus 5 | $0.00043 | $0.02126 |
| Sonnet 5 | $0.00017 | $0.00851 |
| Haiku 4.5 | $0.00009 | $0.00425 |
Grade A, and why
terrain-data 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 — 367 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.
Real-World Terrain Skill
Generates heightmaps and water feature splines from real geographic coordinates via the terrain_data
MCP tool. The tool downloads Mapbox tiles server-side and writes UE5-compatible heightmaps + landscape
splines into the project's Saved/Terrain/ folder — no API key or chat configuration is required.
Workflow
Heightmap (always run first)
preview_elevation— fetch elevation stats + suggested settings. ReturnssuggestedZScale,suggestedXYScales(resolution → XY scale), height range.generate_heightmap— generate the 16-bit PNG using suggested settings- (optional)
get_map_image— satellite/topo reference image for the same area attach_image— attach the satellite image so you can see the terrain colors and features for material/painting decisions- Import into UE5 using the
landscapeskill
⚠️ CRITICAL — Landscape Scale: When creating the landscape, use suggestedXYScales[resolution] from step 1 as the X and Y scale. Do NOT use the default value of 100. Use suggestedZScale for the Z scale. Example: scale=unreal.Vector(suggestedXYScales["1009"], suggestedXYScales["1009"], suggestedZScale)
Water features (after heightmap is imported)
get_water_features— fetch rivers, lakes, and oceans for the same lng/lat/map_size. Saves full JSON toSaved/Terrain/and returns a compact summary with the file path.- Read the saved JSON file:
json_str = open(file_path).read() - Water bodies use
ue5_rings, waterways useue5_points. Both are origin-centered.
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 · 367 lines · 86 tokens per session scan A 724d243a62d5
terrain-data is a skill published in the GitHub repository kevinpbuckley/VibeUE (662 stars, last pushed 6d ago), licensed MIT. It adds 86 tokens to every session and 4,253 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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