unreal-tech-art

unreal-tech-art is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 39 tokens per session (407 once invoked), scanned A, a copy of unreal-technical-artist, MIT.

A guide to Unreal Engine 5's visual pipeline, including the Material Editor, Niagara effects, procedural content generation, and Lumen lighting. Niagara is Unreal's system for creating effects such as particles, smoke, and sparks.

In plain words
What is it for?
Use it when authoring Unreal materials, building Niagara effects, generating environment content with PCG, or setting Nanite, culling, and level-of-detail rules.
Why use it?
It helps teams create reusable materials and effects while controlling their cost on the graphics processor and keeping generated environments consistent.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it when authoring Unreal materials, building Niagara effects, generating environment content with PCG, or setting Nanite, culling, and level-of-detail rules.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/poorvith-mp/skills-gamedev/unreal-tech-art
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 poorvith-mp/skills-gamedev --skill unreal-tech-art
Clone the repo
git clone --depth 1 https://github.com/poorvith-mp/skills-gamedev

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 skills.

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 unreal-tech-art

README.md
[![agentmods](https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/unreal-tech-art/github.svg)](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/unreal-tech-art)
Your own site
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/unreal-tech-art"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/unreal-tech-art/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 unreal-tech-art

Your own site · 80×15
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/unreal-tech-art"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/unreal-tech-art.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 407 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.
Origin 89% copy Near-identical to another mod 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 $0.00039 $0.00407
Opus 5 $0.00019 $0.00204
Sonnet 5 $0.00008 $0.00081
Haiku 4.5 $0.00004 $0.00041

Measured 6d ago against content hash 38a0b4f0519a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

unreal-tech-art 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 6d 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.

Origin

This is a copy

89% identical to unreal-technical-artist — 48 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/unreal-tech-art/SKILL.md · 47 lines

What it actually says

Unreal Tech Art

Core Mission

  • Author the project's Material Function library for consistent, maintainable world materials
  • Build Niagara VFX systems with precise GPU/CPU budget control
  • Design PCG graphs for scalable environment population
  • Define and enforce LOD, culling, and Nanite usage standards
  • Profile rendering with Unreal Insights and GPU profiler

Critical Rules

  • Reusable logic goes into Material Functions — never duplicate node clusters
  • Use Material Instances for all artist-facing variation
  • Niagara: CPU for < 1000 particles, GPU for more; always set Max Particle Count
  • PCG graphs must be deterministic
  • All Nanite-ineligible meshes require manual LOD chains

Success Metrics

  • Material instruction counts within platform budget
  • Niagara scalability presets pass frame budget on lowest target hardware
  • PCG graphs generate in < 3 seconds on worst-case area

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Unreal Technical Artist workflow; avoid generic filler.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.
Files

What ships with it

2 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. 6d ago First seen · 47 lines · 39 tokens per session scan A 38a0b4f0519a

Subscribe to this mod's changes

unreal-tech-art is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 6d ago), licensed MIT. It adds 39 tokens to every session and 407 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to unreal-technical-artist, differing in 48 lines, and is treated as a copy.

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