PYTHON API REFERENCE
10 MCP Tools + 30 Python Services with 1030 Methods
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 toolsLightweight 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
30 servicesHigh-level services with 1030 methods for common Unreal Engine operations. All accessible via unreal.<ServiceName>.<method>()
Blueprints & Data
BlueprintService
116 methodsCreate, modify, compile blueprints. Manage variables, functions, components, graph nodes, event dispatchers (multicast delegates + broadcast nodes), timelines, and custom event input pins.
AssetDiscoveryService
20 methodsSearch, import, export, and manage assets in your project.
DataTableService
15 methodsCreate and manage data tables with rows and structured data.
DataAssetService
11 methodsCreate and manage UDataAsset instances for structured game data.
EnumStructService
20 methodsCreate, edit, inspect, and delete user-defined enums and structs with GUID support.
GameplayTagService
8 methodsGameplay tag CRUD: add, remove, rename, list, filter, and hierarchy inspection.
Animation
AnimSequenceService
89 methodsCreate and modify animation sequences with keyframes, bone tracks, curves, and notifies.
AnimMontageService
62 methodsAnimation montages with sections, slots, segments, branching points, and blend settings.
AnimGraphService
48 methodsAnimation Blueprint state machines, states, transitions, transition rules, entry state, a declarative one-call builder, validation, and animation graph nodes.
SkeletonService
53 methodsSkeleton and skeletal mesh manipulation: bones, sockets, retargeting, curves, and blend profiles.
Materials & VFX
MaterialService
30 methodsCreate and modify materials, material instances, and shader parameters.
MaterialNodeService
41 methodsAdd and configure material graph nodes — expressions, parameters, connections.
NiagaraService
37 methodsCreate and manage Niagara VFX systems, emitters, parameters, and rapid iteration values.
NiagaraEmitterService
23 methodsManage Niagara emitter modules, renderers, and script properties.
World Building
LandscapeService
68 methodsLandscape creation, sculpting, heightmap import/export, weight layer painting, holes, and spline roads.
LandscapeMaterialService
22 methodsLandscape material layers, blend nodes, auto-material creation, layer info objects, grass output, and terrain shading.
FoliageService
15 methodsFoliage type management, instance scattering, layer-aware placement, and instance queries.
ActorService
27 methodsSpawn, modify, transform, and manage actors in your levels.
RuntimeVirtualTextureService
4 methodsCreate Runtime Virtual Texture assets, RVT volume actors, and assign RVTs to landscapes.
UI, Input & Settings
WidgetService
41 methodsCreate and configure UMG UI widgets with hierarchy management, snapshots, styling, animation authoring, preview/PIE validation, event binding, and MVVM ViewModel support.
InputService
23 methodsConfigure Enhanced Input actions, mapping contexts, modifiers, and triggers.
ProjectSettingsService
16 methodsConfigure project settings, editor preferences, UI appearance, and default maps.
EngineSettingsService
23 methodsControl rendering, physics, audio, CVars, scalability presets, and garbage collection.
ScreenshotService
6 methodsCapture editor windows, viewports, and per-asset-editor screenshots for AI vision and visual debugging.
StateTreeService
94 methodsCreate, inspect, and edit StateTree AI behavior assets with hierarchical states, state type and linked-state configuration, in-place state reparenting, tasks, Blueprint-capable evaluators, Blueprint-capable global tasks, transitions, component overrides, evaluator, global-task, or per-task property bindings, and utility AI considerations.
SoundCueService
38 methodsCreate and wire sound cue graphs, audio routing, and playback logic directly in the editor.
MetaSoundService
17 methodsMetaSound graph authoring: nodes, interfaces, inputs/outputs, and wiring.
⚙️ 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
34 skillsLazy-loaded knowledge modules — AI loads only what's needed for the task, keeping context efficient.
Usage: Skills are lazy-loaded — manage_skills(action="load", skill_name="landscape") — or auto-detected in the In-Editor Chat. Several skills (state-trees, blueprint-graphs, animsequence, landscape, landscape-auto-material) ship as a concise skill.md index plus sibling sub-docs you can load on demand with skill_name="<skill>/<section>" (the index lists every available sub-doc under available_sections).