VibeUE
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Vibeue is an MCP (Model Context Protocol) server that integrates with Unreal Engine.
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- kevinpbuckley
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🧩 MCP Expansion + AI Editor Toolset for Unreal Engine 5.8+
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 anMCP Expansionthat plugs straight into them and adds a deepAI 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 ownToolsetRegistryandModelContextProtocolserver, plus rich domainskillsserved through Unreal's nativeAgentSkillsystem. 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 theUnreal MCPplugin (which auto-enablesToolset Registry) and theEditor Toolsplugin, 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 inEditor Preferences → Plugins → VibeUE) unlocks the real-worldterraintools; everything else works without one.
Unreal 5.8 ships its own AI toolsets (Blueprints, materials, actors, assets, meshes, data tables, …). VibeUEcomplementsthem — it focuses on the domains and depth the engine doesn't cover:
- Terrain & world— Landscape sculpting/heightmaps/splines, landscape auto-materials + RVT, Foliage, procedural FPSMap Blockout, andreal-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 andCustom-HLSL scratch-padmodules.
- 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 batchbuild_graphbuilder.
- 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 safety—TransactionServicewraps 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 anyunreal.Python in the editor and introspect the whole API.
- Web research— search / fetch / geocode for in-context research and terrain workflows.
It deliberatelydoes not duplicatethe 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 havezeroperformance tooling— they can start PIE/Simulate but can't measure anything. VibeUE'sPerformanceServicefills that gap so an agent can actuallydiagnose and fixframe rate:
- frame_timing()— Game/Render/GPU/RHI thread split + aCPU-vs-GPU-bound verdictand 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, withbookmarkandregion_start/region_endmarkers.
- analyse()— reads the traceandlog back and returns a perf summary (frame stats, worst frames, hitches, notable log lines).
- Trace-attachedstart_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 theprofilingandframe-rateskills for the full CPU/GPU drill-down.
VibeUE plugs into three native UE 5.8+ systems:
- Toolsets(ToolsetRegistry) — VibeUE's services register asUToolsetDefinitions, so their methods become AICallable tools on the MCP endpoint. They're alsoBlueprintCallable, so the same methods are callable from Python asunreal.<Name>Service.<method>().
- 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.
- Skills(AgentSkillToolset) — ~36 markdown skill packs register as nativeUAgentSkills, discoverable viaListSkillsand loaded lazily viaGetSkills, alongside the engine's own skills.
Efficient usage (for agents):execute_python_codeis the workhorse — it batches a whole multi-step task into one round-trip and reaches every VibeUE service plus the fullunreal.API. Usecall_toolonly for skills and the few engine toolsets with no Python path (screenshots, etc.). SeeContent/samples/AGENTS.md.samplefor the full agent guide.
Step 1 — Set up Unreal's native MCP (do this FIRST)
VibeUE is anexpansionof Unreal's built-in MCP support, so enable that first. Full details in Epic's guide:Unreal MCP in the Unreal Editor.
- Edit → Plugins→ enableUnreal MCP(this auto-enablesToolset Registry) andEditor Tools(the engine's own AI toolsets, so agents get both). These are Experimental. Restart when prompted.
- Edit → Editor Preferences → General → Model Context Protocol→ enableAuto Start Server(or run the console commandModelContextProtocol.StartServer). Default endpointhttp://127.0.0.1:8000/mcp(port/path configurable). EnablingTool Searchkeeps an agent's context small — it seeslist_toolsets/describe_toolset/call_tooland loads tools on demand.
cd /path/to/YourProject/Plugins git clone https://github.com/kevinpbuckley/VibeUE.git
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
ThenEdit → Plugins→ enableVibeUEand restart. Its services, tools, and skills now register onto the same endpoint, alongside the engine's own.
Two console commands from the editor (open the console with``):
1. Write the MCP server config(.mcp.jsonat the project root):
ModelContextProtocol.GenerateClientConfig ClaudeCode
(supportsClaudeCode,Cursor,VSCode,Gemini,Codex, orAll.)
2. Write VibeUE's agent guideso the assistant uses the efficient patterns:
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 passAllto write CLAUDE.md + GEMINI.md + AGENTS.md at once. It resolves the plugin location automatically, so it works whether VibeUE was installed fromFABorGit. The guide goes in a managed block, so re-run any time to refresh without disturbing your own notes. Passimportto link the guide with a one-line@importinstead 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 withexecute_python_code, load skills viaListSkills/GetSkills, and when to reach fordeep_research/terrain_data.
Skills are lazy-loaded domain knowledge (workflows, gotchas, property formats) served by Unreal's nativeAgentSkillToolset:
# 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"]})
ListSkillsis thelive source of truthfor what's available (it reads each pack'sSKILL.md). Skills tell youwhatto do andwhy; usediscover_python_class('unreal.<Name>Service', method_filter='…')for exact signatures before writing code.
Native engine prerequisites (enable in Step 1 — Epic's MCP stack):
Enabled automatically by VibeUE:PythonScriptPlugin(theunreal.*API),EditorScriptingUtilities, and the domain plugins its services need —Niagara,MetaSound,EnhancedInput,ModelViewViewModel,StateTree,MeshModelingToolset,GameplayTagsEditor. (VibeUE also depends onToolsetRegistry+ModelContextProtocol, so enabling VibeUE pulls them in — but you still enableEditor Toolsand start the server per Step 1.)
BuildAndLaunchGame.ps1(project root orPlugins/VibeUE/) stops the running editor, builds, and relaunches:
- -StrictRebuild— full plugin recompile under warnings-as-errors-Clean
- — wipe intermediate/binaries first-SkipBuild
- — relaunch only
VibeUE intentionally keepsno static method catalogin 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).
MIT — seeLICENSE. Project home:https://www.vibeue.com/
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