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Unreal Worlds

ASecurity

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

  • 4 stars
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  • 1 copy
  • 4 views
  • Added September 22, 2026
ai-agentsapiperformance

Works with

  • api

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A100/100

Pro scans all 3 files and shows the line behind each finding

Scanned September 22, 2026

npx -y skills add poorvith-mp/skills-gamedev --skill unreal-worlds --agent claude-code

Installs into .claude/skills of the current project.

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SKILL.md
---
name: unreal-worlds
last_reviewed: 2026-09-06
group: Unreal
description: >-
  Build open worlds with World Partition, Landscape, procedural foliage, HLOD and level streaming.
  Use when sculpting landscapes, biomes, or World Partition in Unreal.
---

# 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.

Files in this skill

  • SKILL.md2 KB
  • evals/routing.yaml952 B
  • unreal-worlds.skill1.9 KB

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