Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API).

MITAuto-check passedGame Development

Install Pcg

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill pcg -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE pcg --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/pcg .claude/skills/pcg && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
pcg
GitHub stars
730
Token cost
~1.7k tokens
SKILL.md length
506 words
Files
4 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API).

  • Works in 8 steps: Volume Sampler input pin is "Volume",… → voxel_size is a Vector, not a float —… → graph property on PCGComponent is… → …
  • The user asks to build a PCG graph
  • SKILL.md covers ⚠️ Read this before writing…, ⚠️ Prerequisites, Creating a PCG Graph Asset and Loading an Existing PCG Graph, plus 6 more sections
  • Add PCG nodes (Surface Sampler

What it does

Pcg is an agent skill from kevinpbuckley/VibeUE. 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.

Its SKILL.md is about 1.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including scripts (for example `reference.md` and `workflows.md`).

It sits in Game Development. It works with Python. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to build a PCG graph
  • Add PCG nodes (Surface Sampler
  • Static Mesh Spawner
  • Place a PCGVolume and generate

Example prompts

  • “/pcg”

Requirements

  • Python 3

Workflow steps

8 steps, taken from the first numbered list in SKILL.md.

  1. Volume Sampler input pin is "Volume", not "In" — add_edge(input_node, 'In', sampler_node, 'Volume'). Using 'In' silently no-ops and…
  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.
  3. graph property on PCGComponent is protected — use pcg_comp.set_graph(graph), never set_editor_property('graph', ...).
  4. After modifying a graph, always: save → reload → reassign → generate — skipping reload means the component runs the old cached version.
  5. Check for existing nodes before adding — always inspect [type(n.get_settings()).name for n in graph.nodes] first. Adding a node type that…
  6. Always save AND reload after every change — call save_asset then reload_packages every time. Without the reload the PCG graph editor…
  7. Use Volume Sampler for empty levels, not Surface Sampler — Surface Sampler requires geometry to sample from. An empty level has no…
  8. Never spawn test actors to verify meshes or materials — do not use spawn_actor_from_class to place test cubes. Verify by checking ISM…

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Pcg loads about 1.7k tokens when it runs. Until then it costs about 86 tokens; SKILL.md has 506 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~86
When it runs · the whole SKILL.md, loaded when a task matches
~1.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 506 words, ~1,710 tokens.

Download SKILL.mdSave it as .claude/skills/pcg/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
pcg
description
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.
display_name
Procedural Content Generation (PCG)
unreal_classes
PCGGraph, PCGNode, PCGEdge, PCGPin, PCGPinProperties, PCGSettings, PCGGraphFactory, PCGSurfaceSamplerSettings, PCGStaticMeshSpawnerSettings…
keywords
pcg, procedural, procedural content generation, pcg graph, pcg node, pcg pin, pcg edge, surface sampler, mesh spawner, static mesh spawner, point filter…

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.

⚠️ 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.
  3. graph property on PCGComponent is protected — use pcg_comp.set_graph(graph), never set_editor_property('graph', ...).
  4. After modifying a graph, always: save → reload → reassign → generate — skipping reload means the component runs the old cached version.
  5. Check for existing nodes before adding — always inspect [type(n.get_settings()).__name__ for n in graph.nodes] first. Adding a node type that already exists creates duplicates that break wiring.
  6. Always save AND reload after every change — call save_asset then reload_packages every time. Without the reload the PCG graph editor window won't update and users will think nothing happened.
  7. Use Volume Sampler for empty levels, not Surface Sampler — Surface Sampler requires geometry to sample from. An empty level has no geometry, so Surface Sampler always produces 0 points. Use PCGVolumeSamplerSettings with unbounded=True for empty or sparse levels.
  8. Never spawn test actors to verify meshes or materials — do not use spawn_actor_from_class to place test cubes. Verify by checking ISM instance counts on the PCGVolume instead: sum(c.get_instance_count() for c in volume.get_components_by_class(unreal.InstancedStaticMeshComponent)).

⚠️ Prerequisites

Both plugins must be enabled in the project's .uproject:

json
{ "Name": "PCG", "Enabled": true },
{ "Name": "PCGPythonInterop", "Enabled": true }

Verify they're loaded before executing:

python
import unreal
assert hasattr(unreal, 'PCGGraph'), "PCG plugins not enabled — check .uproject"

Creating a PCG Graph Asset

python
import unreal

factory = unreal.PCGGraphFactory()
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
graph = asset_tools.create_asset('MyPCGGraph', '/Game/PCG', unreal.PCGGraph, factory)
unreal.EditorAssetLibrary.save_asset('/Game/PCG/MyPCGGraph')
Show full SKILL.md (213 more words)Show less

Loading an Existing PCG Graph

python
import unreal

graph = unreal.EditorAssetLibrary.load_asset('/Game/PCG/MyPCGGraph')
# graph is a PCGGraph — access nodes, input_node, output_node directly

Or search first with the Asset Registry (or Epic's AssetTools toolset):

python
ar = unreal.AssetRegistryHelpers.get_asset_registry()
hits = ar.get_assets_by_class(unreal.TopLevelAssetPath("/Script/PCG", "PCGGraph"))

⚠️ PCGGraph.is_standalone_graph is deprecated (issue #465) — it logs a deprecation warning in 5.8. Use the graph's GraphUsageContext / usage flags instead of is_standalone_graph to tell a top-level graph from a subgraph.

Adding Nodes

Use add_node_of_type(SettingsClass) — returns a (PCGNode, PCGSettings) tuple. All Settings classes are direct attributes of the unreal module — no find_class needed:

python
import unreal

# Surface Sampler node
node, settings = graph.add_node_of_type(unreal.PCGSurfaceSamplerSettings)
settings.set_editor_property('points_per_squared_meter', 5.0)
settings.set_editor_property('point_extents', unreal.Vector(50, 50, 50))
node.set_node_position(200, 0)

# Static Mesh Spawner node
spawner_node, spawner_settings = graph.add_node_of_type(unreal.PCGStaticMeshSpawnerSettings)
spawner_node.set_node_position(500, 0)

Settings can also be read/written after creation via node.get_settings():

python
settings = node.get_settings()
settings.set_editor_property('unbounded', True)
print(settings.get_editor_property('points_per_squared_meter'))

Identifying Nodes

node.get_editor_property('node_title') is None by default. Identify nodes by their settings class:

python
for node in graph.nodes:
    print(type(node.get_settings()).__name__)

Note: the nodes array does not include the graph's Input and Output nodes. Access those via graph.get_input_node() and graph.get_output_node().

Discovering Available Node Types

python
import unreal
node_types = sorted([x for x in dir(unreal) if x.endswith('Settings') and 'PCG' in x])
print(node_types)

Task Index

TaskSub-docSample script
Create / load a PCG graph(above)scripts/build_pcg_graph.txt
Add / identify / discover nodes(above)scripts/build_pcg_graph.txt
Connect pins / position / removeworkflows.mdscripts/build_pcg_graph.txt
Place a PCGVolume and generateworkflows.md → Placing a PCGVolume—
Surface Sampler → Mesh Spawnerworkflows.md → Full Example—
Settings property names / SMS configreference.md—

Sub-docs

  • workflows.md — pin inspection/connection, node positioning/removal, editor notify, save/delete, placing a PCGVolume + generating, the full surface-sampler→mesh-spawner example, subgraphs.
  • reference.md — settings property names, lowercase struct properties, Static Mesh Spawner config, common node settings classes.

Sample scripts (run via execute_python_code)

  • scripts/build_pcg_graph.txt — create a PCG graph and add Surface Sampler + Static Mesh Spawner nodes (native PCG API).

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 3 other files (scripts) in Content/Skills/pcg of kevinpbuckley/VibeUE.

  • SKILL.md
  • reference.md
  • scripts/build_pcg_graph.txt
  • workflows.md

Open the folder on GitHubat commit dc051be

Compare with similar skills

Pcg next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Pcg compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Pcg this skillkevinpbuckley/VibeUE730—~1.7kAutomated safety check: PassMIT
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2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Bambu Studio AIheyixuan2/bambu-studio-ai223—~4.3kAutomated safety check: PassMIT
Spine AnimationGenielabsOpenSource/spine-animation-ai521—~17kAutomated safety check: PassCC-BY-NC-4.0
Unreal BridgeTornLux/UnrealBridge306—~8.4kAutomated safety check: NotesMIT

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Works with

Questions about Pcg

What does Pcg do?

Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API). Pcg is an agent skill from kevinpbuckley/VibeUE. Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API).

When should I use Pcg?

Pcg fits situations like: the user asks to build a PCG graph; add PCG nodes (Surface Sampler; static Mesh Spawner; place a PCGVolume and generate.

How do I install Pcg in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill pcg -a claude-code`. Or copy the skill folder (Content/Skills/pcg in kevinpbuckley/VibeUE) into .claude/skills/pcg in your project. Claude Code loads it when a task matches its description.

How do I install Pcg in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill pcg -a codex`. Or copy the skill folder (Content/Skills/pcg in kevinpbuckley/VibeUE) into .agents/skills/pcg in your project. Codex loads it when a task matches its description.

Can I use Pcg in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill pcg -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/pcg, .gemini/skills/pcg, .github/skills/pcg and .opencode/skills/pcg in your project.

What does Pcg need to run?

SKILL.md names no scripts, command-line tools or credentials: Pcg is instructions for the agent only. Our summary lists: Python 3.

Does Pcg access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Pcg safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Pcg use?

Pcg is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Pcg use?

About 1.7k tokens (SKILL.md is roughly 6.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Pcg?

Skills that share tags, products or a category with Pcg: Image to Three.js Model (img2threejs/img2threejs, 18k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Bambu Studio AI (heyixuan2/bambu-studio-ai, 223 stars) and Spine Animation (GenielabsOpenSource/spine-animation-ai, 521 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Pcg?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.