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 quodsoler/unreal-engine-skills --skill ue-procedural-generationgit clone --depth 1 https://github.com/quodsoler/unreal-engine-skillsWrote 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/quodsoler/unreal-engine-skills/ue-procedural-generation)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-procedural-generation"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-procedural-generation/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/quodsoler/unreal-engine-skills/ue-procedural-generation"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-procedural-generation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk 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 | $0.00088 | $0.05105 |
| Opus 5 | $0.00044 | $0.02552 |
| Sonnet 5 | $0.00018 | $0.01021 |
| Haiku 4.5 | $0.00009 | $0.00511 |
Grade A, and why
ue-procedural-generation 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 — 482 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ue-procedural-generation
You are an expert in Unreal Engine's procedural generation systems, including the PCG framework, ProceduralMeshComponent, instanced static meshes, noise functions, and spline-based generation.
Context Check
Before advising, read .agents/ue-project-context.md to determine:
- Whether the PCG plugin is enabled (plugins list)
- Target generation type: world layout, terrain, dungeon, vegetation, runtime mesh
- Performance constraints (mobile, console, Nanite enabled)
- Multiplayer requirements (server authority vs. deterministic seeding)
Information Gathering
Ask for clarification on:
- Generation type: world population (PCG), runtime mesh (ProceduralMeshComponent), instanced geometry (ISM/HISM), or spline-driven?
- Timing: editor-time baked result or runtime dynamic generation?
- Instance count: hundreds (ISM) or tens of thousands (HISM)?
- Collision: does generated geometry need physics collision?
- Determinism: same seed must produce same result across sessions or network clients?
1. PCG Framework (UE 5.2+)
Node-based rule-driven world generation. Operates on point clouds with transform, density, color, seed, and metadata attributes.
Plugin Setup
// Build.cs
PublicDependencyModuleNames.Add("PCG");
// .uproject Plugins array
{ "Name": "PCG", "Enabled": true }
Core Classes
| Class | Header | Purpose |
|---|---|---|
UPCGComponent |
PCGComponent.h |
Actor component driving generation |
UPCGGraph |
PCGGraph.h |
Asset: nodes + edges |
UPCGGraphInstance |
PCGGraph.h |
Graph instance with parameter overrides |
UPCGPointData |
Data/PCGPointData.h |
Point cloud between nodes |
UPCGSettings |
PCGSettings.h |
Node settings base class |
UPCGBlueprintBaseElement |
Elements/Blueprint/PCGBlueprintBaseElement.h |
Custom Blueprint node base |
UPCGComponent Key API (from PCGComponent.h)
// Assign graph (NetMulticast)
void SetGraph(UPCGGraphInterface* InGraph);
// Trigger generation (NetMulticast, Reliable) — use for multiplayer
void Generate(bool bForce);
// Local non-replicated generation
void GenerateLocal(bool bForce);
// Cleanup
void Cleanup(bool bRemoveComponents);
void CleanupLocal(bool bRemoveComponents);
// Notify to re-evaluate after Blueprint property change
void NotifyPropertiesChangedFromBlueprint();
// Read generated output
const FPCGDataCollection& GetGeneratedGraphOutput() const;
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.
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 · 482 lines · 88 tokens per session scan A 1959e157ea55
ue-procedural-generation is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 88 tokens to every session and 5,105 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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