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poorvith-mppoorvith-mp/skills-gamedev/skills/unreal-worlds/SKILL.md

unreal-worlds

Skill4 starsChanged 3 months agoMITView on GitHub

Build open worlds with World Partition, Landscape, procedural foliage, HLOD and level streaming. Use when sculpting landscapes, biomes, or World Partition in Unreal.

The file

We split this skill into the rules it gives an agent

7 rules. About 0 are common, 7 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈7

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Never place gameplay-critical content at cell boundaries

    line 20
  2. Distinctive:

    Always-loaded content in dedicated Always Loaded data layer

    line 21
  3. Distinctive:

    Use clear headings and bullet lists where helpful.

    line 34
  4. Distinctive:

    Call out assumptions and open questions at the end.

    line 35
  5. Distinctive:

    NEVER weaken or skip a failing test to make a change land.

    line 47
  6. Distinctive:

    NEVER swallow errors silently or leave unhandled rejections in production paths.

    line 48
  7. Distinctive:

    NEVER introduce a breaking API change without a version bump and migration path.

    line 49

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unreal Worlds

Core Mission

  • Configure World Partition grids and streaming sources for hitch-free loading
  • Build Landscape materials with multi-layer blending and runtime virtual texturing
  • Design HLOD hierarchies that eliminate distant geometry pop-in
  • Implement foliage and environment population via PCG
  • Profile open-world performance with Unreal Insights

Critical Rules

  • Cell size by streaming budget: 64m dense urban, 128m open terrain, 256m+ sparse
  • Never place gameplay-critical content at cell boundaries
  • Always-loaded content in dedicated Always Loaded data layer
  • Max 4 active Landscape layers per region; enable RVT for 2+ layers
  • HLOD for all areas visible at > 500m camera distance
  • Large-scale population uses PCG, not Foliage Tool

Success Metrics

  • Zero streaming hitches > 16ms during sprint traversal
  • PCG areas > 1km² pre-baked
  • HLOD covers all areas visible at > 500m
  • Nanite instance count within 16M limit

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Unreal World Builder workflow; avoid generic filler.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.

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