VibeUE

MCP Server for Unreal Engine

PYTHON API REFERENCE

10 MCP Tools + 25 Python Services with 853 Methods

10
MCP Tools
25
Python Services
853
Methods
27
Domain Skills

VibeUE uses a Python-first architecture with a three-step workflow: Load Skills → Discover API → Execute Code. This gives AI full control over Unreal Engine through natural language.

💡 How it works: Ask the AI to "Create a blueprint that..." and it will (1) load the blueprints skill for domain knowledge, (2) discover the BlueprintService API with exact method signatures, and (3) write and execute Python code automatically!

🔍 MCP Discovery Tools

10 tools

Lightweight tools for exploring APIs and executing Python code in Unreal Engine context.

discover_python_module

Inspect module contents — classes, functions, and constants available in any Python module

discover_python_class

Get class methods, properties, and inheritance with optional filtering

discover_python_function

Get function signatures, parameters, and return types for specific methods

execute_python_code

Run Python code directly in Unreal's Python environment with full API access

list_python_subsystems

List available Unreal Engine editor subsystems accessible via Python

manage_skills

Load domain-specific knowledge (blueprints, landscape, materials, etc.) on demand

manage_asset

Search, open, save, move, duplicate, and delete assets safely through a single MCP workflow tool

read_logs

Read and filter Unreal Engine log files with regex support for debugging and analysis

terrain_data

Generate real-world heightmaps, reference imagery, and water data for landscape workflows

deep_research

Search the web, fetch clean docs pages, and geocode places for research and terrain tasks

🐍 Python API Services

25 services

High-level services with 853 methods for common Unreal Engine operations. All accessible via unreal.<ServiceName>.<method>()

Blueprints & Data

BlueprintService

84 methods

Create, modify, compile blueprints. Manage variables, functions, components, and graph nodes.

AssetDiscoveryService

20 methods

Search, import, export, and manage assets in your project.

DataTableService

15 methods

Create and manage data tables with rows and structured data.

DataAssetService

11 methods

Create and manage UDataAsset instances for structured game data.

EnumStructService

20 methods

Create, edit, inspect, and delete user-defined enums and structs with GUID support.

Animation

AnimSequenceService

89 methods

Create and modify animation sequences with keyframes, bone tracks, curves, and notifies.

AnimMontageService

62 methods

Animation montages with sections, slots, segments, branching points, and blend settings.

AnimGraphService

38 methods

Animation Blueprint state machines, states, transitions, and animation graph nodes.

SkeletonService

53 methods

Skeleton and skeletal mesh manipulation: bones, sockets, retargeting, curves, and blend profiles.

Materials & VFX

MaterialService

30 methods

Create and modify materials, material instances, and shader parameters.

MaterialNodeService

40 methods

Add and configure material graph nodes — expressions, parameters, connections.

NiagaraService

37 methods

Create and manage Niagara VFX systems, emitters, parameters, and rapid iteration values.

NiagaraEmitterService

23 methods

Manage Niagara emitter modules, renderers, and script properties.

World Building

LandscapeService

68 methods

Landscape creation, sculpting, heightmap import/export, weight layer painting, holes, and spline roads.

LandscapeMaterialService

22 methods

Landscape material layers, blend nodes, auto-material creation, layer info objects, grass output, and terrain shading.

FoliageService

15 methods

Foliage type management, instance scattering, layer-aware placement, and instance queries.

ActorService

24 methods

Spawn, modify, transform, and manage actors in your levels.

RuntimeVirtualTextureService

4 methods

Create Runtime Virtual Texture assets, RVT volume actors, and assign RVTs to landscapes.

UI, Input & Settings

WidgetService

24 methods

Create and configure UMG UI widgets, hierarchy management, event binding, and MVVM ViewModel support.

InputService

23 methods

Configure Enhanced Input actions, mapping contexts, modifiers, and triggers.

ProjectSettingsService

16 methods

Configure project settings, editor preferences, UI appearance, and default maps.

EngineSettingsService

23 methods

Control rendering, physics, audio, CVars, scalability presets, and garbage collection.

ScreenshotService

5 methods

Capture editor windows and viewports for AI vision and visual debugging.

StateTreeService

66 methods

Create, inspect, and edit StateTree AI behavior assets with hierarchical states, tasks, evaluators, and transitions.

SoundCueService

38 methods

Create and wire sound cue graphs, audio routing, and playback logic directly in the editor.

View Complete Reference with All Method Names

⚙️ Full Unreal Python API

Beyond VibeUE services, you have direct access to Unreal's complete native Python bindings with 7000+ methods.

Common APIs

  • • unreal.EditorAssetLibrary
  • • unreal.EditorActorSubsystem (replaces deprecated EditorLevelLibrary)
  • • unreal.EditorUtilityLibrary
  • • unreal.BlueprintEditorLibrary

Asset Types

  • • unreal.Blueprint
  • • unreal.Material / MaterialInstance
  • • unreal.WidgetBlueprint
  • • unreal.DataTable / DataAsset

📚 Domain Skills

27 skills

Lazy-loaded knowledge modules — AI loads only what's needed for the task, keeping context efficient.

blueprints — Blueprint creation & modification
animation-blueprint — State machines
animsequence — Keyframes, curves
animation-montage — Combo systems
animation-editing — General animation editing
skeleton — Bones, sockets, retargeting
materials — Material & shader creation
niagara-systems — Niagara VFX systems
niagara-emitters — Emitter modules
landscape — Terrain sculpting & splines
landscape-auto-material — Auto-blend materials & RVT pipeline
landscape-materials — Layer blending
foliage — Scatter & paint foliage
umg-widgets — UI widget creation
enhanced-input — Input configuration
enum-struct — Enums & structs
level-actors — Actor spawning & editing
asset-management — Discovery & import
data-tables — Data table management
data-assets — Data asset management
project-settings — Editor preferences
engine-settings — Rendering, physics, CVars
screenshots — Viewport capture for AI vision
state-trees — AI state machines, tasks, transitions
terrain-data — Real-world heightmaps & water features

Usage: Skills are lazy-loaded — manage_skills(action="load", skill_name="landscape") — or auto-detected in the In-Editor Chat.