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 teixasalone/UnrealEngine5-Skills --skill ue5-pcg-buildinggit clone --depth 1 https://github.com/teixasalone/UnrealEngine5-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/teixasalone/unrealengine5-skills/ue5-pcg-building)<a href="https://agentmods.dev/skills/teixasalone/unrealengine5-skills/ue5-pcg-building"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-pcg-building/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/teixasalone/unrealengine5-skills/ue5-pcg-building"><img src="https://agentmods.dev/badge/skills/teixasalone/unrealengine5-skills/ue5-pcg-building.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00072 | $0.01815 |
| Opus 5 | $0.00036 | $0.00907 |
| Sonnet 5 | $0.00014 | $0.00363 |
| Haiku 4.5 | $0.00007 | $0.00181 |
Grade A, and why
ue5-pcg-building 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 12d 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.
This is a copy
100% identical to ue5-pcg-building — 0 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.
How it starts
The opening of the file, as written. The whole thing — 143 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Quick Start
- Define generation target: blockout towers, modular facades, or lot-based building sets.
- Define deterministic inputs: lot splines/points, district tags, style preset, and seed.
- Define runtime mode: static bake, on-demand, or runtime scheduled generation.
- Define output mode: Static Mesh instances first, Spawn Actor only for interactive/stateful parts.
UE5.7 API Anchors
- Runtime trigger and radii live on
UPCGComponent:EPCGComponentGenerationTrigger::GenerateAtRuntimebOverrideGenerationRadii,GenerationRadii,SchedulingPolicyClass,SchedulingPolicyGenerateLocal(...),Cleanup(...)
- Runtime scheduler refresh lives on
UPCGSubsystem:RefreshRuntimeGenComponent(...)RefreshAllRuntimeGenComponents(...)CleanupLocalComponentsImmediate(...)
- Output selection anchor classes:
UPCGStaticMeshSpawnerSettingsfor high-count renderingUPCGSpawnActorSettingsfor interactive/stateful outputs
- Shape Grammar anchor classes:
UPCGSubdivisionBaseSettings::GrammarSelection- Do not rely on deprecated grammar fields (
bGrammarAsAttribute_DEPRECATED,Grammar_DEPRECATED)
Graph Stage Contract
- Every stage must explicitly declare:
- Input data type (
EPCGDataTypeor asset source) - Core node/classes (minimum two)
- Required parameters (seed, tags, ranges, radii, or style keys)
- Output data type
- Debug method (node-level checks, debug node, or log/assert path)
- Input data type (
- If a stage cannot satisfy these five items, treat the graph design as incomplete.
Workflow
1) Input
- Input data type: actor/spline/point sources.
- Core node/classes:
UPCGDataFromActorSettings,UPCGGetActorPropertySettings,UPCGCreatePointsSettings. - Required parameters: lot tag filters, district/style tags, seed source, source bounds.
- Output: normalized lot point or spline data with stable ordering.
- Debug method: run
UPCGDebugSettingsafter input stage and verify point count and bounds.
2) Filter
- Input data type: point/spline data from Input stage.
- Core node/classes:
UPCGAttributeFilteringSettings,UPCGDensityFilterSettings,UPCGFilterByTagSettings. - Required parameters: slope range, exclusion tags, min lot area/width, occupancy constraints.
- Output: only buildable lots/candidates.
- Debug method: compare candidate count before/after filter and inspect rejected tag distribution.
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.
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.
- 12d ago First seen · 143 lines · 72 tokens per session scan A fb589557d660
ue5-pcg-building is a skill published in the GitHub repository teixasalone/UnrealEngine5-Skills (17 stars, last pushed 2d ago), licensed MIT. It adds 72 tokens to every session and 1,815 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to ue5-pcg-building, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
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audio
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