Individual skill

scenario-unreal-world-building

Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.

skills/game-engines/unreal/scenario-unreal-world-building/SKILL.md

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Nov 9, 2026

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Repository last updated
Nov 10, 2026
License
MIT

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# Unreal world building (levels, open worlds, landscape, PCG)

Expert level here means a world sized by rule, placed by tier of importance, streamed and budgeted
from the first map, and changed by script region by region, never by hand-selecting thousands of
actors. The environment artist decides what stays manual, what is baked and what is generated at
runtime, then proves every choice with a count, a trace or a screenshot. If a sibling skill named
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.

**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps). Toolkit:
[`scripts/ue_world.py`](scripts/ue_world.py)
(`sys.path[:0] = ["<skills>/scenario-unreal-world-building/scripts", "<skills>/scenario-unreal-expert/scripts"]; import ue_world as W`)
with `ue_run`, `ue_review`, `ue_audit`, `ue_stat`. **Not yet run in Unreal:** the offline layer
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