map-blockout
Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into engine geometry. Use when the user asks to block out or lay out an open-world/FPS map, place roads/POIs/forests/railways procedurally, or turn a blockout plan into splines, paint layers, foliage, and actors.
pinned to #87ec7e6updated 2 weeks ago
Ask your AI client: “install skills/map-blockout”.
Requires the metahub MCP server installed in your client. Set up MCP.
mh install skills/map-blockoutmetahub onboarded this repo on the author's behalf.
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About this skill
Pulled from SKILL.md at publish time.
> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "levels-and-world-partition"}` 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.
Evaluation report
WarningsAutomated checks the publisher passed at publish time — structure, docs, safety, and whether the artifact behaves as claimed.87ec7e6· 2 weeks ago
Kind-specific
31Skill: SKILL.md present
found at Content/Skills/map-blockout/SKILL.md · frontmatter source: SKILL.md
Skill: body content present
838 words · 6,439 chars · 11 sections · 4 code blocks
Skill: triggers declaredwarn
No `trigger` phrases in SKILL.md frontmatter
Add `trigger:` lines so Claude knows when to activate this skill — e.g. `when building MCP servers` or `for diagram creation`.
Skill: allowed-tools scope
no allowed-tools restriction (Claude may use anything)
Release history
1- releasecurrent87ec7e6warn2 weeks ago
Contents
🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "levels-and-world-partition"}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.
Procedural FPS Map Blockout Skill
Take a VibeUE-generated landscape (heightmap + paint layers) and turn it into a fully validated, AAA-style open-world FPS map blockout — roads, POIs, fields, forests/treelines, railway, bridges — then materialize the plan as real engine geometry. Quality benchmark is Arma / Squad.
The design pipeline is gated: every stage runs ordered pass/fail checks against the authoritative spec at docs/design/map-designer-spec.md. You may not advance until all checks PASS. On failure, fix the offending element and re-run the stage.
Sub-docs available
Skills load via the engine's AgentSkillToolset (ListSkills / GetSkills). To pull a
sub-doc, request map-blockout/<section> through GetSkills. The sibling *.md files also
sit next to this SKILL.md on disk and can be read directly.
| Sub-doc | When to load |
|---|---|
workflows.md | End-to-end run: export → stages 1–5 → final pass → materialize. Pick this first. |
stage-rules.md | Per-stage CHECK list (what passes, what fails, how to fix). Mirrors the spec. |
config-reference.md | FMapBlockoutConfig fields — coverage bands, road grid, POI targets, tuning knobs. |
return-types.md | Exact USTRUCT property names returned by every service method. |
materialization.md | How the plan becomes splines / paint / actors / foliage in the level. |
Critical Rules
The gate is non-negotiable
Each stage's Gate.bAllPassed must be true before advancing. The orchestrator
(run_full_pipeline) stops at the first failing gate and surfaces the failing
check name + message in the returned struct. Inspect Gate.Checks to know what
to repair.
Run Stage 0 first
run_full_pipeline_for_landscape is the one-call convenience. Otherwise:
unreal.MapBlockoutService.export_landcover_grid(landscape_label, grid_n=120)- Pass the result + config to
run_full_pipeline
export_landcover_grid reads every paint layer on the source landscape plus the
heightmap, returns a normalized grid in one native call — no PNG round-trip and
no host-Python pre-processing step.
Map your paint layers to design categories
The spec assumes 4 logical categories: crop, soil, flood (water), forest.
You must tell the service which layer names on the source landscape play each
role:
cfg = unreal.MapBlockoutConfig()
cfg.layers.crop = "Crop" # name on the landscape
cfg.layers.flood = "Water"
cfg.layers.forest = "Forest"
cfg.layers.soil = "Soil"
Empty flood is allowed — water is derived from a low-elevation percentile of
the heightmap.
Output folder is named after level_name
<Project>/Saved/MapBlockout/<level_name>/
Stage1_Roads.png <- cumulative snapshot
Stage2_Roads_POIs.png
Stage3_Roads_POIs_Fields.png
Stage4_Roads_POIs_Fields_Foliage.png
Stage5_Roads_POIs_Fields_Foliage_Rail.png
CombinedFoliageAndMap.png <- final, with color key
FoliageHeatMap.png <- trees + fields + scrub
MapHeatMap.png <- roads + buildings + rail + bridges
All 8 files are required for delivery. The Final Pass refuses to ship if any upstream gate has unresolved failures.
Color chart is authoritative
Every rendered output uses the MapDesigner color chart (see
stage-rules.md). Constants live in
MapBlockoutImage::Colors::* (C++). Do not invent new colors — the heatmap +
combined map are required deliverables and must match.
| Element | Color |
|---|---|
| Main Roads | White |
| Dirt Roads | Brown |
| Treelines | Light Purple |
| Forest | Dark Purple |
| Buildings | Light Grey |
| Bridges | Orange |
| Railway | Dark Grey |
| POI Boundary | Bright Green Circle |
| Fields | Yellow |
| Underbrush / Scrub | Light Blue |
The Color Key must NOT cover the map
Top-right panel. If the panel rect intersects the map area, the stage fails its "Color Key" check. The renderer enforces this — but if you write a custom renderer, honor the rule.
Two-Phase Workflow
Phase 1 — design the plan (CPU, masks + polylines, no engine geometry):
import unreal
S = unreal.MapBlockoutService
cfg = unreal.MapBlockoutConfig()
cfg.level_name = "Verkhova"
cfg.layers.crop, cfg.layers.forest = "Crop", "Forest"
cfg.layers.flood = "Water"
result = S.run_full_pipeline_for_landscape("Landscape1", cfg)
if not result.success:
# Inspect result.final_state.<stage>.gate.checks for the failing entry
print(result.error_message)
else:
print("Wrote:", result.output_files)
Phase 2 — materialize into the level:
S.materialize_roads_as_splines(result.final_state.stage1_roads, "Landscape1")
S.materialize_fields_as_paint(result.final_state.stage3_fields, "Landscape1", "Crop")
S.materialize_pois_as_actors(result.final_state.stage2_pois, "/MapBlockout/POIs/")
S.materialize_forest_as_foliage(result.final_state.stage4_foliage,
"/Game/Foliage/FT_Forest", "/Game/Foliage/FT_Treeline", "/Game/Foliage/FT_Scrub")
S.materialize_railway_and_bridges(result.final_state.stage5_railway, "Landscape1")
Status
Fully implemented — every stage (Roads, POIs, Fields, Foliage, Railway/Bridges), the Final Pass, the renderers, and the materializers are live in C++. The full pipeline has been verified end-to-end: all stage gates plus the Final Pass pass, producing the eight deliverable PNGs.
Related Skills
| Task | Skills to Load |
|---|---|
| Sculpt / paint / create the source landscape first | landscape |
| Pull a real-world heightmap before blockout | terrain-data |
Materialize foliage scatter (used by MaterializeForestAsFoliage) | foliage |
| Place water (rivers, lakes) precisely | terrain-data (Mapbox) or MapBlockoutService.extract_river_centerlines |
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mh install skills/map-blockout