unreal-pcg-automation

unreal-pcg-automation is a skill for Claude Code from sideshowroberto/vfx-agent-toolkit. It costs 58 tokens per session (2,586 once invoked), scanned A, original, MIT.

Builds PCG (Procedural Content Generation) graphs in Unreal Engine 5.8 via Python - nodes, settings, asset integration, debugging. Use when creating or debugging PCG graphs, configuring PCG nodes, or scattering assets procedurally.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code.

Install with agentmods
npx agentmods add skills/sideshowroberto/vfx-agent-toolkit/unreal-pcg-automation
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 sideshowroberto/vfx-agent-toolkit --skill unreal-pcg-automation
Clone the repo
git clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkit

Made for: Claude Code.

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-pcg-automation

README.md
[![agentmods](https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-pcg-automation/github.svg)](https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-pcg-automation)
Your own site
<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-pcg-automation"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-pcg-automation/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-pcg-automation

Your own site · 80×15
<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-pcg-automation"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-pcg-automation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,586 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 unknown 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 $0.00058 $0.02586
Opus 5.5 $0.00023 $0.01034
Sonnet 5.5 $0.00012 $0.00517
Haiku 4.5 $0.00006 $0.00259

Measured today against content hash bba3a762f12b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unreal-pcg-automation 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 today.

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.

plugins/unreal-vfx/skills/unreal-pcg-automation/SKILL.md · 282 lines

How it starts

The opening of the file, as written. The whole thing — 282 lines — stays where its author put it; the contents beside it link to each section on GitHub.

unreal-pcg-automation

Skill Version: 2.0.2 Last Updated: 2026-09-08 Dependencies: Unreal Engine 5.8+, UE 5.8 native MCP (HTTP, port 8000) Status: Production-ready

Preflight first (2026-09-08): before the first build step of any approved plan, run the unreal-project-preflight skill (ue_preflight.py --live --features <list> --plan-block) so plugins and project settings this skill depends on are enabled in ONE restart. Mid-task "class not found / plugin not enabled" errors go back to that Step 0, never to a runtime toggle.


Execution Model: Direct MCP Connection

CRITICAL: This skill assumes Claude Code is connected to a running Unreal Engine instance via native MCP.

What This Means:

  • Execute Python directly in Unreal using mcp__ue58-mcp__execute_python_code
  • NO script generation - execute immediately
  • Check Unreal Output Log for results (see Debugging section)
  • Use multi-phased execution for complex graphs (see below)

Multi-Phased Workflow Pattern:

For complex PCG graphs, use 3 separate executions to avoid crashes and timeouts:

# PHASE 1: Create all nodes (separate execution)
graph = unreal.AssetToolsHelpers.get_asset_tools().create_asset(...)
node1, _ = graph.add_node_of_type(unreal.PCGGetLandscapeSettings)
node2, _ = graph.add_node_of_type(unreal.PCGSurfaceSamplerSettings)
# ... create all nodes
print(f"Created {len(graph.nodes)} nodes")

# PHASE 2: Connect all nodes (separate execution)
graph = unreal.load_asset('/Game/PCG/MyGraph')
graph.add_edge(graph.nodes[0], unreal.Name("Out"), graph.nodes[1], unreal.Name("Surface"))
# ... all connections (NO CODE AFTER LAST add_edge!)

# PHASE 3: Configure properties (separate execution)
graph = unreal.load_asset('/Game/PCG/MyGraph')
s1 = graph.nodes[1].get_settings()  # Use .get_settings() for existing graphs
s1.points_per_squared_meter = 0.05
# ... all property configurations
print("Configuration complete")

Why 3 Phases:

  • Overwrite popups can interrupt node creation
  • add_edge() triggers async validation (Silent Execution)
  • Settings access differs between creation vs existing graphs

Read the full file on GitHub · 282 lines

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. today First seen · 282 lines · 58 tokens per session scan A bba3a762f12b

Subscribe to this mod's changes

unreal-pcg-automation is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 58 tokens to every session and 2,586 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-11-02.

Related

Other skills, from other repositories

ue5-debug-validation

UE5.6/UE5.7 debugging and validation workflow for logs, asset checks, and regression triage. Use when requests involve troubleshooting why gameplay does not work, validating expected output, narrowing minimal repro, and producing concrete fix steps.

IvanYangYangXi/artclaw_bridge · 54 tokens

scenario-unreal-gameplay

Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication…

scenario-labs/skills · 121 tokens

scenario-unreal-performance

Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async…

scenario-labs/skills · 133 tokens

scenario-unity-gameplay

Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody…

scenario-labs/skills · 108 tokens

scenario-unity-performance

Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher…

scenario-labs/skills · 118 tokens

dcc-diagnostics

Infrastructure skill — DCC-agnostic observability primitives: capture screenshots, query audit logs, inspect tool performance metrics, and monitor process health. Works in any DCC environment (Maya, Blender, Houdini, Unreal, etc.) or standalone Python. Use for debugging any skill failure or verifying DCC state. Not…

dcc-mcp/dcc-mcp-core · 84 tokens