What problem does it solve?
Designing a coherent open-world FPS map layout by hand is slow and error-prone: roads must connect, POIs must sit on the road network, fields and forests must respect coverage targets, and every element must avoid overlapping rivers, buildings, and each other. This Skill automates that layout process from an existing Unreal Engine landscape and enforces quality through gated validation checks.
Core Features & Use Cases
- Gated five-stage pipeline: Generates roads, POIs, fields, forests/treelines/scrub, and railways/bridges in sequence, where each stage must pass ordered pass/fail checks before advancing.
- Landcover grid export: Reads a landscape's heightmap and paint layers in one native call, mapping design categories (crop, soil, flood, forest) to actual layer names.
- Materialization into engine geometry: Converts the validated plan into landscape splines, painted layers, POI placeholder actors, foliage instances, and bridge meshes.
- Deterministic output: Produces eight deliverable PNGs (per-stage snapshots, combined map, and heatmaps) using an authoritative color chart, with seed-based reproducibility.
- Use Case: Given a painted landscape with Crop and Forest layers, run the full pipeline to produce an Arma/Squad-style 12 km map layout, then materialize roads as splines and forests as foliage in the level.
Quick Start
Ask the AI to run the map blockout pipeline on your landscape by mapping the Crop, Forest, and Water paint layers in a MapBlockoutConfig and calling run_full_pipeline_for_landscape with your landscape's actor label.