VibeUE DOCUMENTATION
Everything you need to install VibeUE on Unreal Engine 5.8, connect your AI agent, and start vibe coding.
✅Requirements
- ▹Unreal Engine 5.8+ on Windows or Linux.
- ▹Epic's native MCP server and Toolset Registry enabled (built into UE 5.8).
- ▹An MCP-capable AI agent — Claude Code, Cursor, VS Code (Copilot), or any MCP client.
- ▹A free VibeUE API key — only required for the hosted real-world terrain tools.
🚀Install & Set Up
Configure Unreal's Native MCP
VibeUE runs on UE 5.8+'s built-in MCP server and Toolset Registry. Enable and configure them — and connect your AI agent — by following Epic's official guide.
Guide: Epic's MCP Documentation
⚠️ Also enable the built-in AI Editor Toolsets you need
The Toolset Registry ships each engine system's AI tools as its own plugin, and every one is disabled by default — VibeUE only extends toolsets that are already turned on. Enable what you need in Edit → Plugins (search "Toolset"). Most VibeUE users want:
- Editor Toolset — editor core: Blueprints, Actors, properties, screenshots, PIE
- UMG ToolSet — Widget Blueprint authoring
- Niagara Toolsets — Niagara system/emitter authoring
Fastest path: enable All Toolsets to turn most of the ones below on in one go.
Epic ships 16 more of these, each verified to register real AI-callable tools — see the exact methods each one exposes on the Epic's Engine Toolsets reference.
Install the VibeUE Plugin
Both options drop VibeUE into your project's Plugins/ directory:
Get VibeUE on Fab and add it to your project from the Epic Games Launcher — no Git required.
Clone the 5-8 branch into Plugins/:
git clone -b 5-8 https://github.com/kevinpbuckley/VibeUE.git
Run BuildAndLaunchGame.ps1 from the plugin root, then enable VibeUE in Edit → Plugins and restart. Its services, tools, and skills register automatically onto the same MCP endpoint.
Generate the Agent Guide
From the editor console (open with `), generate VibeUE's agent guide so your assistant uses the efficient patterns:
Writes the guide to the right file for your agent — CLAUDE.md (Claude Code), GEMINI.md (Gemini), AGENTS.md (Codex / Hermes / Cursor), or .github/copilot-instructions.md (Copilot). Pass All for every file at once. Re-run any time to refresh.
🔌How VibeUE Connects
In 5.8 there's no separate VibeUE server and no in-editor chat panel. VibeUE is a plugin that extends three native UE systems:
- ToolsetRegistry— VibeUE service methods become AICallable tools on the MCP endpoint.
- ModelContextProtocol— utility tools like
execute_python_codeanddiscover_python_*. - AgentSkillToolset— ~88 lazy-loaded skill packs served alongside the engine's own.
Connect your AI agent through the editor's docked terminal (Claude Code, Cursor, VS Code/Copilot, or any MCP client). Your agent sees engine tools and VibeUE's toolsets together on one connection.
🧭Explore
Toolsets
All 27+ service toolsets, discovery/execution tools, performance profiling, and terrain.
Videos
Watch VibeUE in action — walkthroughs and feature demos.
Contributing
Get the 5-8 branch, set up a dev build, and submit a pull request.
GitHub (5-8 branch)
Source, README, and the latest 5.8 release. Issues and PRs welcome.
Discord
Ask questions, share workflows, and get help from the community.
🛠️Troubleshooting
VibeUE.GenerateAgentConfig <Agent> so the guide is written to your agent's config file.BuildAndLaunchGame.ps1 from the plugin root and ensure your project compiles for UE 5.8.Looking for the older Unreal Engine 5.7 documentation (standalone MCP server, in-editor chat)? It's preserved in the UE 5.7 archive.