# Add to your Claude Code skills
git clone https://github.com/kevinpbuckley/VibeUEGuides for using mcp servers skills like VibeUE.
Last scanned: 5/30/2026
{
"issues": [],
"status": "PASSED",
"scannedAt": "2026-05-30T15:35:48.781Z",
"npmAuditRan": true,
"pipAuditRan": true
}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 442 GitHub stars.
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.
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).
VibeUE is primarily written in C++. It is open-source under kevinpbuckley on GitHub, so you can review or fork the full source.
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.
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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.
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:
build_graph builder.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.unreal.* Python in the editor and introspect the whole API.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.
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.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).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.
VibeUE plugs into three native UE 5.8+ systems:
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>().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.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.
Requirements: Unreal Engine 5.8+ · Git
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.
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.cd /path/to/YourProject/Plugins
git clone https://github.com/kevinpbuckley/VibeUE.git
Build with the project script (don't run Build.bat directly):
Plugins/VibeUE/BuildAndLaunchGame.ps1 # builds + launches the editor
Plugins/VibeUE/BuildAndLaunchGame.ps1 -StrictRebuild # full recompile (warnings-as-errors)
Then Edit → Plugins → enable VibeUE and 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.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 / 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 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.
Native engine prerequisites (enable in Step 1 — Epic's MCP stack):
| Plugin | Purpose |
|---|---|
Unreal MCP (ModelContextProtocol) |
The native MCP server endpoint |
| **To |