About Vibeue
VibeUE extends Unreal Engine 5.8+'s native MCP and editor toolsets with domain-specific editor capabilities, skills, and profiling tools. It is for agents working with Unreal projects and uses the engine's existing MCP endpoint.
Key features
- 01Add tools for terrain, audio, animation, UI, and FX
- 02Author and inspect Blueprints and AI behaviors
- 03Profile frame timing and analyze Unreal Insights traces
- 04Run Unreal Python code and inspect its API
- 05Provide discoverable, lazily loaded agent skills
- 06Group and roll back editor changes
Use cases
- 01Build or edit Unreal project assets through an agent
- 02Diagnose CPU- or GPU-bound frame performance
- 03Automate editor tasks with batched Python code
- 04Load domain guidance for a particular Unreal workflow
MCP support
VibeUE registers tools and skills with Unreal's native MCP server and endpoint; it does not run a separate server. MCP-capable agents connect through Unreal's standard endpoint.
Configuration
Local server config is the same for every client. Copy it into your client’s MCP config file.
We haven’t collected a package or remote endpoint for this server. Follow the instructions in the project README.
Tools
Local servers expose tools only once running on your machine, and the maintainer has not provided a tool list.
Details
From the project READMEVibeUE — AI-Powered Unreal Engine Development
🧩 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 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_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. - Verified workflows —
WorkflowServiceadds an authoritative engine/build manifest, durable task journals with affected-asset provenance, asynchronous PIE scenarios (compile → input → assertion → capture → guaranteed teardown), and dry-run-first resumable bulk maintenance. - ⚡ 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, withbookmarkandregion_start/region_endmarkers. 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:
- 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_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.
- 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.
- Edit → Editor Preferences → General → Model Context Protocol → enable Auto Start Server
(or run the console command
ModelContextProtocol.StartServer). Default endpointhttp://127.0.0.1:8000/mcp(port/path configurable). Enabling Tool Search keeps an agent's context small — it seeslist_toolsets/describe_toolset/call_tooland 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):
| 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/
Comments
New to MCP?
From what the protocol is to installing your first server, these answers cover most first questions.
An open protocol that defines how AI applications connect to external tools and data in a uniform way. Clients talk to the model; MCP servers provide tools, resources and prompt templates. They exchange standard messages, so one server can be reused by many clients.