scenario-unreal-world-building
Unreal world building (levels, open worlds, landscape, PCG)
Expert level here means a world sized by rule, placed by tier of importance, streamed and budgeted
from the first map, and changed by script region by region, never by hand-selecting thousands of
actors. The environment artist decides what stays manual, what is baked and what is generated at
runtime, then proves every choice with a count, a trace or a screenshot. If a sibling skill named
here is missing from your available skills, ask the user to install it
(npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and
flag the gap.
REQUIRED BACKGROUND: scenario-unreal-expert (channels, review loop, 5.8 traps). Toolkit:
scripts/ue_world.py
(sys.path[:0] = ["<skills>/scenario-unreal-world-building/scripts", "<skills>/scenario-unreal-expert/scripts"]; import ue_world as W)
with ue_run, ue_review, ue_audit, ue_stat. Not yet run in Unreal: the offline layer
passed tests/code/unreal-world-building/test_world_offline.py; [verify] names are resolved by
W.probe(). A written plan names the engine call behind each W.* step (procedures P0 table).