VibeUE

by kevinpbuckleyVerified

Unreal Engine Vibe Coding tool

617
Stars
132
Forks
C++
Language
8/23/2026
Added
View on GitHubDownload ZIP

⚠️ Third-Party Software Notice

This skill is third-party open-source software developed and hosted independently on GitHub. SkillTip is an informational directory and does not control or maintain the underlying repository. Any security checks displayed are automated and limited in scope. Review the source code before installing.

Read the Terms of Service

Installation

Add to your Claude Code skills directory:

# Add to your Claude Code skills
git clone https://github.com/kevinpbuckley/VibeUE

Getting Started

Guides for using skills like VibeUE.

Security Report

Verified

Last scanned: —

{
  "status": "PASSED",
  "issues": []
}

README.md

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

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, Behavior Trees & Blackboards, 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.
  • AI behavior authoring — Behavior Tree node/decorator/service editing by structural path with blackboard key binding, JSON tree round-trips, and validate/repair; full Blackboard asset + key CRUD. Writes go through the editor EdGraph with PIE- and open-editor-aware refusal guards.
  • Editor safetyTransactionService 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 capturestart_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) — ~36 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)
Plugins/VibeUE/BuildAndLaunchGame.ps1 -Map /Game/Maps/MyMap   # open a specific map (issue #554)

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
Plugins/VibeUE/BuildAndLaunchGame.sh --engine /path/to/UE5 --map /Game/Maps/MyMap

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):

PluginPurpose
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/

Frequently Asked Questions

What is VibeUE?

VibeUE is an open-source mcp servers skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by kevinpbuckley. Unreal Engine Vibe Coding tool. It has 617 GitHub stars.

Is VibeUE safe to use?

Yes. VibeUE passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.

How do I install VibeUE?

Clone the repository with "git clone https://github.com/kevinpbuckley/VibeUE" and add it to your Claude Code skills directory (see the Installation section above).

What programming language is VibeUE written in?

VibeUE is primarily written in C++. It is open-source under kevinpbuckley on GitHub, so you can review or fork the full source.

Are there alternatives to VibeUE?

Yes. SkillsLLM lists many other MCP Servers skills you can browse and compare side by side. Open the MCP Servers category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh VibeUE against similar tools.

Comments (0)

No comments yet. Be the first to share your thoughts!

n8n

by n8n-io

12

Fair-code workflow automation platform with native AI capabilities. Combine visual building with custom code, self-host or cloud, 400+ integrations.

201,88160,308TypeScript
MCP Serversapisai-tools
View details

Scrapling

by D4Vinci

🕷️ An adaptive Web Scraping framework that handles everything from a single request to a full-scale crawl!

75,9137,581Python
MCP Servers
View details

TrendRadar

by sansan0

⭐AI-driven public opinion & trend monitor with multi-platform aggregation, RSS, and smart alerts.🎯 告别信息过载,你的 AI 舆情监控助手与热点筛选工具!聚合多平台热点 + RSS 订阅,支持关键词精准筛选。AI 智能筛选新闻 + AI 翻译 + AI 分析简报直推手机,也支持接入 MCP 架构,赋能 AI 自然语言对话分析、情感洞察与趋势预测等。支持 Docker ,数据本地/云端自持。集成微信/飞书/钉钉/Telegram/邮件/ntfy/bark/slack 等渠道智能推送。

61,65224,883Python
MCP Servers
View details

context7

by upstash

Context7 Platform -- Up-to-date code documentation for LLMs and AI code editors

61,0602,938TypeScript
MCP Servers
View details

High-performance code intelligence MCP server. Indexes codebases into a persistent knowledge graph — average repo in milliseconds. 158 languages, sub-ms queries, 99% fewer tokens. Single static binary, zero dependencies.

39,9393,219C
MCP Servers
View details

Developers Also Liked

Based on votes and bookmarks from developers who liked this skill

ECC

by affaan-m

10

The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.

242,21936,702JavaScript
AI Agentsai-agentsanthropicclaude-code
View details
15

An agentic skills framework & software development methodology that works.

234,96620,863Shell
AI Agentsai-agentsbrainstorming
View details

n8n

by n8n-io

12

Fair-code workflow automation platform with native AI capabilities. Combine visual building with custom code, self-host or cloud, 400+ integrations.

201,88160,308TypeScript
MCP Serversapisai-tools
View details

The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.

185,94028,768JavaScript
AI Agentsai-agentsanthropicclaude-code
View details

cc-switch

by farion1231

3

A cross-platform desktop All-in-One assistant for Claude Code, Codex, OpenCode, OpenClaw, Grok Build & Hermes Agent. Only official website: ccswitch.io

128,8688,826Rust
AI Agentsclaude-codeai-tools
View details