VibeUE

Agentic Development in Unreal Engine

🆕 VibeUE FOR UNREAL ENGINE 5.8

MCP EXPANSION + AI EDITOR TOOLSET

Plug Into UE5.8's Native AI Systems

VibeUE is an Unreal Engine plugin that expands UE5.8's native MCP server, ToolsetRegistry, and AgentSkill system — no separate server, no API key, no external chat. Just drop it in your project's Plugins folder, enable it, and get deep editor capabilities with VibeUE's AI Editor Toolset.

26+ SERVICE TOOLSETS
88 AGENT SKILLS
PERFORMANCE PROFILING
PYTHON-FIRST ACCESS
🔄 A NEW ARCHITECTURE

WHAT CHANGED IN VibeUE 5.8

Previously VibeUE was a plugin stack that ran its own MCP server, in-editor chat, and skill system. Those separate systems are gone — replaced by direct integration into Unreal Engine 5.8's native systems. The VibeUE plugin still goes in your project's Plugins/ folder, but now its services, tools, and skills register directly onto the engine's own endpoint.

🔌

No Separate Server

VibeUE tools register onto the same ModelContextProtocol endpoint Epic provides. Your agent connects once, discovers both engine and VibeUE tools together.

🧩

No API Key

Zero external dependencies, no backend services. Everything runs locally through Unreal's loopback MCP endpoint. Your project stays self-contained.

💬

Native Terminal Integration

VibeUE's plugin tools are all still there — you just use Unreal's own terminal instead of a separate chat. Run Claude Code, Cursor, VS Code, Copilot, or any MCP agent directly in the editor's docked terminal.

⚡ VibeUE Is Still A Plugin — It Just Plugs Into Unreal's Native Systems

VibeUE taps into three native UE 5.8+ systems: ToolsetRegistry (service methods become AICallable tools on the MCP endpoint), ModelContextProtocol (utility tools like execute_python_code and discover_python_*), and AgentSkillToolset (~88 lazy-loaded skill packs served alongside the engine's own).

⚡ FLAGSHIP FEATURE

PERFORMANCE & PROFILING

Unreal's native AI toolsets have zero performance tooling. VibeUE fills that gap so your AI can actually diagnose and fix frame rate.

⏱️

frame_timing()

Get the Game/Render/GPU/RHI thread split with 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.PerformanceService.frame_timing()
📊

Unreal Insights Integration

Full capture lifecycle: start_trace, stop_trace, get_trace_status. Add bookmark and region_start/region_end markers.

🔍

analyse()

Reads the trace and log back and returns a perf summary — frame stats, worst frames, hitches, and notable log lines. One call tells the story.

🎮

Standalone Build Profiling

start_standalone launches and profiles a representative standalone build — not just the editor viewport — so your perf data reflects real player conditions.

🧰 DOMAINS VibeUE COVERS

Unreal 5.8 ships general-purpose toolsets (Blueprints, Materials, Actors, Assets, Meshes, DataTables...). VibeUE complements them — focusing on the domains and depth the engine doesn't cover.

🏔️

Terrain & World

Landscape sculpting, heightmaps, splines, auto-materials + RVT. Foliage types and scatter/paint. Procedural FPS Map Blockout. Real-world terrain from GPS coordinates.

6 unique toolset domains
🎵

Audio

MetaSound and SoundCue graph authoring — Epic has no audio toolset in 5.8 at all.

2 unique toolset domains
🎬

Animation Assets

AnimSequence keyframe editing, AnimMontage authoring, AnimBP state machines. Skeleton bone/socket/retarget/blend-profile editing.

4 toolset domains

FX & Mesh Depth

Niagara Custom-HLSL scratch-pad modules. UV channel unwrap/transform. Material graph recreation and custom HLSL nodes.

3 unique toolset domains
🎮

Enhanced Input

Input actions, mapping contexts, modifiers, and triggers — Epic has no input toolset in 5.8.

1 unique toolset domain
🧠

Gameplay Logic & Data

StateTree mutation/binding/compile (Epic is read-only). User-defined Enum and Struct authoring (no Epic toolset exists).

2 unique toolset domains
📘

Higher-Order Blueprints

Timelines, event dispatchers, delegates, custom-event pins, comment boxes, and the batch build_graph builder — depth Epic's toolset doesn't reach.

🐍

Python-First Access

Run any unreal.* Python code in the editor. Introspect the entire API at runtime with discover_python_module, _class, _function.

🌐

Web Research

Search, fetch, and geocode — for in-context research and terrain data workflows directly from inside the editor.

📚 LAZY-LOADED KNOWLEDGE

~88 AGENT SKILLS

Skills are lazy-loaded domain knowledge packs — workflows, gotchas, property formats, and best practices — served by Unreal's native AgentSkillToolset. Discover with ListSkills, load with GetSkills.

🏔️

World & Terrain

Landscape sculpting, auto-materials, foliage scatter, RVT, real-world terrain from GPS, procedural map blockout

🎬

Animation

AnimSequence keyframes, AnimMontage, AnimBP states, skeleton bones/sockets/retargeting, blend profiles

📘

Blueprints

Graph editing, timelines, dispatchers, delegates, build_graph builder, variables, functions, components

Niagara VFX

Emitter control, particle systems, color curves, Custom-HLSL scratch-pad modules

🎨

Materials

Shader networks, material instances, parameter workflows, graph recreation, custom HLSL, landscape auto-materials

🎵

Audio

MetaSound graph authoring, SoundCue creation, audio asset management

🧠

StateTree AI

State machines, tasks, evaluators, conditions, transitions, utility-AI considerations, compile/save

🖼️

UI / UMG

Widget creation, hierarchy management, MVVM bindings, animation authoring, preview/PIE validation

Performance

Frame timing analysis, Unreal Insights traces, CPU/GPU profiling, standalone build profiling, hitch detection

🚀 GET STARTED

VibeUE requires UE 5.8+ and Epic's native MCP stack. Set that up first, then install VibeUE.

1

Set Up Unreal's Native MCP

Edit → Plugins → enable Unreal MCP (auto-enables Toolset Registry) and Editor Tools. Then Edit → Editor Preferences → General → Model Context Protocol → enable Auto Start Server. Default endpoint: http://127.0.0.1:8000/mcp.

Full guide: Epic's MCP Documentation

2

Install VibeUE

Clone into your project's Plugins/ directory:

cd /path/to/YourProject/Plugins
git clone https://github.com/kevinpbuckley/VibeUE.git

Run BuildAndLaunchGame.ps1 from the plugin root, then enable VibeUE in Edit → Plugins and restart.

3

Connect Your Agent

Generate a client config from the editor console:

ModelContextProtocol.GenerateClientConfig ClaudeCode

(Supports ClaudeCode, Cursor, VSCode, Gemini, Codex.) Then add VibeUE's agent guide at your project root — see Content/samples/AGENTS.md.sample.

READY TO BUILD WITH UE5.8?

VibeUE 5.8 is fully open-source (MIT). Clone the branch, enable it in your project, and start building with AI directly inside Unreal Engine.