SkillAgentSearch skills...

VibeUE

Unreal Engine Vibe Coding tool

Install / Use

claude mcp add kevinpbuckley -- npx -y github:kevinpbuckley/VibeUE

If the server publishes to npm under a different name, use that package instead — check the repo README.

About this skill
🔌

MCP Server

Model Context Protocol server

Quality Score

84/100

Category

Automation

Supported Platforms

Claude Code
Claude Desktop
Cursor
GitHub Copilot

Our assessment of VibeUE

VibeUE scores 84/100 on our quality scale, 2056th of 2,877 Automation skills we index.

Its MCP Server is 11 KB long, well organised into 17 sections with 7 code examples: a thorough specification that gives an agent plenty to work with.

It has 813 GitHub stars, a meaningful sign that others use it.

Substance
29/30
Structure
20/20
Description
8/15
Adoption
12/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated yesterday, so VibeUE is actively maintained.
  • Our last check on 2026-10-18 found the source still online.
  • It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
  • Its trust signals score 95/100, with 1 caution from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

Safety scan

No issues found

Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. An AI review of the same text found nothing harmful.

AI review by kimi-k2.7-code on 2026-09-23. Automated pattern scan on 2026-09-24. It catches known dangerous patterns, not every risk — read a skill before letting an agent act on it.

VibeUE compared with similar skills

All 4 of these similar skills score higher than VibeUE; compare them before choosing.

SkillScoreStarsUpdatedFormat
VibeUE (this skill)by kevinpbuckley848131d agoMCP Server
Agent-Reachby Panniantong100109.5k1d agoCLAUDE.md
headroomby headroomlabs-ai10079.0ktodayCLAUDE.md
CowAgentby zhayujie10047.8ktodayCLAUDE.md
Scraplingby D4Vinci10098.3ktodayMCP Server

Frequently asked questions

How do I install VibeUE?
Run claude mcp add kevinpbuckley -- npx -y github:kevinpbuckley/VibeUE. The install tabs above show the steps for each supported agent.
Which AI agents does VibeUE work with?
It is written for Claude Code, Claude Desktop, Cursor and GitHub Copilot, as a MCP Server file. Other agents that read the same format can often use it too.
Is VibeUE safe to use?
Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. An AI review of the same text found nothing harmful. It is MIT-licensed and scores 95/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is VibeUE still maintained?
The repository was last updated yesterday, so VibeUE is actively maintained.
<div align="center">

VibeUE — AI-Powered Unreal Engine Development

🧩 MCP Expansion + AI Editor Toolset for Unreal Engine 5.8+

https://www.vibeue.com/

Unreal Engine MCP License: MIT Discord Donate

</div>

VibeUE is the MCP Expansion + AI Editor Toolset for Unreal Engine 5.8+. Unreal 5.8 added a built-in MCP server and AI toolsets; VibeUE is an MCP Expansion that plugs straight into them and adds a deep AI Editor Toolset — a library of editor capabilities — Blueprints, materials, landscape, foliage, animation, Niagara, UMG, audio, StateTree, gameplay tags, input, UVs, performance/profiling, and more — registered into the engine's own ToolsetRegistry and ModelContextProtocol server, plus rich domain skills served through Unreal's native AgentSkill system. Any MCP-capable agent (Claude Code, Cursor, Copilot, …) drives your editor through Unreal's standard MCP endpoint.

⚠️ VibeUE requires Unreal's native MCP to be set up first — enable the Unreal MCP plugin (which auto-enables Toolset Registry) and the Editor Tools plugin, then start the MCP server. Follow Epic's guide: Unreal MCP in the Unreal Editor. VibeUE then expands that endpoint — no separate server and no in-editor chat. A free API key (set in Editor Preferences → Plugins → VibeUE) unlocks the real-world terrain tools; everything else works without one.


✨ What VibeUE adds

Unreal 5.8 ships its own AI toolsets (Blueprints, materials, actors, assets, meshes, data tables, …). VibeUE complements them — it focuses on the domains and depth the engine doesn't cover:

  • Terrain & world — Landscape sculpting/heightmaps/splines, landscape auto-materials + RVT, Foliage, procedural FPS Map Blockout, and real-world terrain (heightmaps + water from GPS).
  • Audio — MetaSound and SoundCue graph authoring.
  • Animation assets — AnimSequence keyframe editing, AnimMontage authoring, AnimBP state machines, Skeleton bone/socket/retarget/blend-profile editing.
  • FX depth — Niagara emitter color/curve authoring and Custom-HLSL scratch-pad modules.
  • UI — UMG widgets with MVVM bindings, animation authoring, and preview/PIE validation.
  • Higher-order Blueprint authoring — timelines, event dispatchers, delegates, custom-event pins, comment boxes, and a batch build_graph builder.
  • Editor safety — TransactionService wraps the editor's transaction buffer (undo / redo / checkpoints) so an agent can group and roll back its own edits — the engine's toolsets expose none.
  • ⚡ Performance & profiling — VibeUE's standout: see the dedicated section below.
  • Python-first access — run any unreal.* Python in the editor and introspect the whole API.
  • Web research — search / fetch / geocode for in-context research and terrain workflows.

It deliberately does not duplicate the engine's general tools (basic asset/actor/blueprint/material CRUD, screenshots, logs, PIE) — agents use Unreal's native toolsets for those.


⚡ Performance & Profiling (flagship)

Unreal's native AI toolsets have zero performance tooling — they can start PIE/Simulate but can't measure anything. VibeUE's PerformanceService fills that gap so an agent can actually diagnose and fix frame rate:

  • frame_timing() — Game/Render/GPU/RHI thread split + a CPU-vs-GPU-bound verdict and a concrete next-step hint. Run this first — optimising the GPU does nothing on a CPU-bound frame.
  • Unreal Insights capture — start_trace / stop_trace / get_trace_status, with bookmark and region_start / region_end markers.
  • analyse() — reads the trace and log back and returns a perf summary (frame stats, worst frames, hitches, notable log lines).
  • Trace-attached start_standalone — profile a representative standalone build, not just the editor viewport.
import unreal
print(unreal.PerformanceService.frame_timing())   # CPU vs GPU bound — diagnose FIRST
unreal.PerformanceService.start_trace("cap", "")   # Insights trace
# … reproduce the workload (ideally under PIE / standalone) …
unreal.PerformanceService.stop_trace()
print(unreal.PerformanceService.analyse("both", ""))

Pair with the profiling and frame-rate skills for the full CPU/GPU drill-down.


🏗️ Architecture

VibeUE plugs into three native UE 5.8+ systems:

  1. Toolsets (ToolsetRegistry) — VibeUE's services register as UToolsetDefinitions, so their methods become AICallable tools on the MCP endpoint. They're also BlueprintCallable, so the same methods are callable from Python as unreal.<Name>Service.<method>().
  2. MCP server (ModelContextProtocol) — a small set of VibeUE utility tools are registered directly on the endpoint: execute_python_code, discover_python_module/_class/_function, list_python_subsystems, deep_research, terrain_data.
  3. Skills (AgentSkillToolset) — ~34 markdown skill packs register as native UAgentSkills, discoverable via ListSkills and loaded lazily via GetSkills, alongside the engine's own skills.

Efficient usage (for agents): execute_python_code is the workhorse — it batches a whole multi-step task into one round-trip and reaches every VibeUE service plus the full unreal.* API. Use call_tool only for skills and the few engine toolsets with no Python path (screenshots, etc.). See Content/samples/AGENTS.md.sample for the full agent guide.


🚀 Installation & setup

Requirements: Unreal Engine 5.8+ · Git

Step 1 — Set up Unreal's native MCP (do this FIRST)

VibeUE is an expansion of Unreal's built-in MCP support, so enable that first. Full details in Epic's guide: Unreal MCP in the Unreal Editor.

  1. Edit → Plugins → enable Unreal MCP (this auto-enables Toolset Registry) and Editor Tools (the engine's own AI toolsets, so agents get both). These are Experimental. Restart when prompted.
  2. Edit → Editor Preferences → General → Model Context Protocol → enable Auto Start Server (or run the console command ModelContextProtocol.StartServer). Default endpoint http://127.0.0.1:8000/mcp (port/path configurable). Enabling Tool Search keeps an agent's context small — it sees list_toolsets / describe_toolset / call_tool and loads tools on demand.

Step 2 — Install VibeUE

cd /path/to/YourProject/Plugins
git clone https://github.com/kevinpbuckley/VibeUE.git

Build with the project script:

Plugins/VibeUE/BuildAndLaunchGame.ps1                  # builds + launches the editor
Plugins/VibeUE/BuildAndLaunchGame.ps1 -StrictRebuild   # full recompile (warnings-as-errors)

On Linux or macOS, use the platform-detecting shell script:

Plugins/VibeUE/BuildAndLaunchGame.sh --engine /path/to/UE5
Plugins/VibeUE/BuildAndLaunchGame.sh --engine /path/to/UE5 --strict-rebuild

Then Edit → Plugins → enable VibeUE and restart. Its services, tools, and skills now register onto the same endpoint, alongside the engine's own.

Step 3 — Connect your agent

Two console commands from the editor (open the console with `):

1. Write the MCP server config (.mcp.json at the project root):

ModelContextProtocol.GenerateClientConfig ClaudeCode

(supports ClaudeCode, Cursor, VSCode, Gemini, Codex, or All.)

2. Write VibeUE's agent guide so the assistant uses the efficient patterns:

VibeUE.GenerateAgentConfig ClaudeCode

This writes the guide to the correct file for your agent — CLAUDE.md (Claude Code), GEMINI.md (Gemini), AGENTS.md (Codex / Hermes / Cursor), or .github/copilot-instructions.md (Copilot) — or pass All to write CLAUDE.md + GEMINI.md + AGENTS.md at once. It resolves the plugin location automatically, so it works whether VibeUE was installed from FAB or Git. The guide goes in a managed block, so re-run any time to refresh without disturbing your own notes. Pass import to link the guide with a one-line @import instead of copying it (Claude Code / Gemini only — other agents don't resolve imports, so they always get a copy).

The MCP server is loopback-only with no authentication — same-machine use only (per Epic's docs).

The guide teaches: discover before you call (discover_python_class), batch with execute_python_code, load skills via ListSkills/GetSkills, and when to reach for deep_research / terrain_data.


🎯 Skills

Skills are lazy-loaded domain knowledge (workflows, gotchas, property formats) served by Unreal's native AgentSkillToolset:

# discover (summaries only — cheap)
call_tool(tool_name="ListSkills", toolset_name="ToolsetRegistry.AgentSkillToolset")

# load the packs you need (full markdown, lazy)
call_tool(tool_name="GetSkills", toolset_name="ToolsetRegistry.AgentSkillToolset",
          arguments={"skillPaths": ["/VibeUE/Python/init_unreal_PY.VibeUE_blueprints"]})

ListSkills is the live source of truth for what's available (it reads each pack's SKILL.md). Skills tell you what to do and why; use discover_python_class('unreal.<Name>Service', method_filter='…') for exact signatures before writing code.


🔧 Plugin dependencies

Native engine prerequisites (enable in Step 1 — Epic's MCP stack):

| Plugin | Purpose | |--------|---------| | Unreal MCP (ModelContextProtocol) | The native MCP server endpoint | | Toolset Registry (ToolsetRegistry) | Native AI toolset + AgentSkill registration (auto-enabled by Unreal MCP) | | Editor Tools (EditorToolset) | The engine's own AI toolsets — VibeUE complements these |

Enabled automatically by VibeUE: PythonScriptPlugin (the unreal.* API), EditorScriptingUtilities, and the domain plugins its services need — Niagara, MetaSound, EnhancedInput, ModelViewViewModel, StateTree, MeshModelingToolset, GameplayTagsEditor. (VibeUE also depends on ToolsetRegistry + ModelContextProtocol, so enabling VibeUE pulls them in — but you still enable Editor Tools and start the server per Step 1.)


🛠️ Build & launch script

BuildAndLaunchGame.ps1 (project root or Plugins/VibeUE/) stops the running editor, builds, and relaunches:

  • -StrictRebuild — full plugin recompile under warnings-as-errors
  • -Clean — wipe intermediate/binaries first
  • -SkipBuild — relaunch only

📚 The live API

VibeUE intentionally keeps no static method catalog in this README — the surface evolves with the engine. The authoritative, always-current references are:

  • ListSkills → which domains exist and when to use them.
  • discover_python_class('unreal.<Name>Service') → exact method signatures.
  • describe_toolset('VibeUE.<Name>Service') → the toolset's tools + JSON schemas (token-heavy; prefer skills + discovery).

License

MIT — see LICENSE. Project home: https://www.vibeue.com/

Related Skills

View on GitHub
GitHub Stars813
CategoryAutomation
Updated1d ago
Forks176

Languages

C++

Trust signals

95/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

1 low