Individual skill

landscape

Create and edit landscape terrain — heightmaps, sculpting, paint layers, terrain analysis, mesh projection, and procedural features like mountains/valleys/craters (LandscapeService). Use when the user asks to create a landscape, sculpt/raise/lower terrain, import or export a heightmap, paint terrain layers, or add procedural terrain features. For terrain materials load landscape-materials; for real-world heightmaps load terrain-data.

Content/Skills/landscape/SKILL.md

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Local scripts
Last checked
Nov 10, 2026

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825
Repository last updated
Nov 10, 2026
License
MIT

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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "landscape-and-foliage"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

# Landscape Terrain Skill

## Sub-docs available

This skill is split into the lean index (you are reading it) plus sibling sub-docs. Skills
load via the engine's `AgentSkillToolset` (`ListSkills` / `GetSkills`) — request
`landscape/<section>` through `GetSkills`, or read the sibling `*.md` file (it sits next to
this `SKILL.md` on disk) directly:

| Sub-doc | When to load |
|---------|--------------|
| `return-types.md` | Exact property names of `LandscapeCreateResult`, `LandscapeInfo_Custom`, `LandscapeLayerInfo_Custom`, `LandscapeSplinePointInfo`, `LandscapeSplineSegmentInfo`, `LandscapeSplineMeshEntryInfo`, plus the `create_landscape` signature. |
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