Individual skill
pcg
Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API). Use when the user asks to build a PCG graph, add PCG nodes (Surface Sampler, Static Mesh Spawner, filters), wire PCG pins, place a PCGVolume and generate, or set up procedural scattering.
Content/Skills/pcg/SKILL.md
Source commit b0c1bfeac7acc36b37714c5871f1c6af3bd97184
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Local scripts
- Last checked
- Nov 10, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
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Repository context
- Repository stars (not skill ratings)
- 826
- Repository last updated
- Nov 10, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- ai Repository topic
- gamedev Repository topic
- mcp Repository topic
- mcp-server Repository topic
- ue5 Repository topic
- unreal-engine Repository topic
- vibe-coding Repository topic
- ai-tools Repository topic
- automation Repository topic
- blueprint Repository topic
- engineering Derived category
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Read excerpt
# PCG Skill
PCG (Procedural Content Generation) in UE 5.7 is production-ready and fully scriptable via
the `PCGPythonInterop` plugin. No VibeUE service wrapper is needed — the Python API is complete.
## ⚠<U+FE0F> Read this before writing any code
These are the mistakes that cause infinite retry loops. Check each one before executing:
**Do not call `discover_python_class` or `discover_python_function` on any PCG class — this skill contains everything you need. Calling discover bloats context and causes content filter failures.**
1. **Volume Sampler input pin is `"Volume"`, not `"In"`** — `add_edge(input_node, 'In', sampler_node, 'Volume')`. Using `'In'` silently no-ops and produces 0 points.
2. **`voxel_size` is a `Vector`, not a float** — `set_editor_property('voxel_size', unreal.Vector(200, 200, 200))`. Passing a float raises a TypeError.