# VibeUE — Complete Reference for LLMs > VibeUE is an open-source Unreal Engine 5.8 plugin that expands UE5.8's native MCP (Model Context Protocol) server, ToolsetRegistry, and AgentSkill system. It enables AI agents to directly control Unreal Engine through Python APIs discovered and executed at runtime — on the engine's own MCP endpoint, with no separate server and no in-editor chat panel. ## Overview VibeUE pioneered "vibe coding" for Unreal Engine — a development methodology where developers describe their intent in natural language while AI handles the technical implementation inside the Unreal Editor. Instead of manually navigating menus, placing Blueprint nodes, and configuring properties, developers stay in creative flow while their AI agent coordinates complex multi-step operations. ### Core Architecture (UE 5.8) VibeUE is a plugin that extends three native Unreal Engine 5.8 systems: 1. **ToolsetRegistry**: Each VibeUE service registers as a toolset; its methods become AICallable tools on the MCP endpoint (27+ service toolsets) 2. **ModelContextProtocol**: Utility/discovery tools — `execute_python_code`, `discover_python_module`, `discover_python_class`, `discover_python_function`, `read_logs` — ride the engine's MCP endpoint 3. **AgentSkillToolset**: ~88 lazy-loaded skill packs served alongside the engine's own (discover with `ListSkills`, load with `GetSkills`) VibeUE complements Epic's general-purpose toolsets by focusing on the domains and depth the engine doesn't cover: audio (MetaSound/SoundCue), Enhanced Input, StateTree mutation, editor undo/redo transactions, performance profiling, real-world terrain, higher-order Blueprints, and full Python-first access. ### How to Use VibeUE (UE 5.8) Connect any MCP-capable AI agent — Claude Code, GitHub Copilot (VS Code), Cursor, or any MCP client — through the Unreal Editor's docked terminal. Your agent discovers the engine's native tools and VibeUE's toolsets together on one connection. There is no standalone VibeUE server and no in-editor chat panel; both were removed in 5.8. The 5.7-era documentation is archived at https://www.vibeue.com/v5-7. --- ## MCP Tools (10 total) ### 1. discover_python_module Inspect available Python modules, classes, and functions in the Unreal Engine Python environment. Used by AI to understand what APIs are available before executing code. ### 2. discover_python_class Explore class methods, properties, and inheritance hierarchies. Essential for understanding Unreal Engine object models. ### 3. discover_python_function Get detailed function signatures, parameters, return types, and docstrings for any Python function in the Unreal environment. ### 4. list_python_subsystems List all available editor subsystems (replacements for deprecated EditorLevelLibrary). ### 5. execute_python_code Execute arbitrary Python code within Unreal Engine's Python runtime. This is the primary mechanism for AI to interact with the engine — creating assets, modifying Blueprints, editing landscapes, etc. ### 6. manage_asset Create, save, delete, duplicate, rename, import, and export Unreal Engine assets. Handles the full asset lifecycle. ### 7. manage_skills Load domain-specific skill files that contain tested workflows and patterns. Skills include animation, materials, terrain, Niagara, Blueprint graphs, widgets, and 20+ other domains. ### 8. terrain_data Fetch real-world heightmap and satellite imagery data for landscape creation. Supports geographic coordinates and various resolutions. ### 9. screenshots Capture viewport screenshots for visual inspection and iteration. ### 10. deep_research Perform web research for documentation, tutorials, and best practices relevant to the current task. --- ## Python Services (30 total, 1030 methods) ### AnimSequenceService — 89 methods Animation sequence creation, keyframes, bone tracks, curves, notifies, preview, and editing workflows. ### BlueprintService — 116 methods Blueprint lifecycle, variables, functions, components, nodes, compilation, batch graph building, event dispatchers (multicast delegates + broadcast nodes), timelines (float/vector/color/event tracks + key CRUD), and custom event input pin CRUD. ### LandscapeService — 68 methods Landscape creation, sculpting, heightmaps, weight layers, holes, and spline workflows. ### AnimMontageService — 62 methods Montage sections, slots, segments, branching points, blend settings, and montage editing. ### SkeletonService — 53 methods Skeleton and skeletal mesh manipulation, bones, sockets, retargeting, curves, and blend profiles. ### WidgetService — 41 methods UMG widget hierarchies, snapshots, styling, animations, preview/PIE validation, and MVVM bindings. ### MaterialNodeService — 41 methods Material graph expressions, parameters, and connections for shader network authoring. ### AnimGraphService — 48 methods Animation Blueprint state machines, states, transitions, transition rules (bool/comparison/automatic), entry state, a declarative one-call state-machine builder (build_state_machine), validation (validate_state_machine), and anim nodes. Transitions require a rule via set_transition_rule_* or they never fire. ### SoundCueService — 38 methods Sound cue graph editing, node creation, wiring, and audio behavior authoring. ### NiagaraService — 37 methods Niagara system lifecycle, emitters, parameters, and settings discovery. ### MaterialService — 30 methods Materials, material instances, and parameter authoring. ### ActorService — 27 methods Level actor management and viewport camera control. ### InputService — 23 methods Enhanced Input actions, mapping contexts, modifiers, and triggers. ### EngineSettingsService — 23 methods Engine settings, rendering, physics, audio, cvars, and scalability. ### NiagaraEmitterService — 23 methods Niagara emitter modules, renderers, and emitter properties. ### LandscapeMaterialService — 22 methods Landscape material layers, blend nodes, auto-material creation, layer info objects, and grass output. ### AssetDiscoveryService — 20 methods Asset search, import/export, reference queries, and move/rename workflows. ### EnumStructService — 20 methods User-defined enums and structs with create, edit, and delete workflows. ### MetaSoundService — 17 methods MetaSound graph authoring, interfaces, nodes, inputs/outputs, and connections. ### ProjectSettingsService — 16 methods Project settings, editor preferences, and UI configuration. ### FoliageService — 15 methods Foliage types, scatter placement, layer-aware painting, and instance queries. ### DataTableService — 15 methods DataTable rows and structure management. ### DataAssetService — 11 methods UDataAsset instances and property editing. ### GameplayTagService — 8 methods Gameplay tag CRUD, prefix filtering, and hierarchy inspection. ### ScreenshotService — 6 methods Editor window, viewport, and per-asset-editor screenshots for AI vision workflows. ### RuntimeVirtualTextureService — 4 methods Runtime Virtual Texture assets, RVT volume actors, and landscape assignment. ### StateTreeService — 94 methods StateTree asset authoring: states, state type and linked-state configuration, editor selection, in-place reparenting, tasks, Blueprint-capable evaluators, Blueprint-capable global tasks, conditions, transitions, delegate bindings, parameters, component overrides, evaluator, global-task, and per-task property bindings, utility AI considerations, compile, and save. --- ## Domain Skills (34 total) Skills are lazy-loaded knowledge packages that contain tested workflows and patterns for specific domains. AI loads relevant skills before performing domain-specific work. Several skills (`state-trees`, `blueprint-graphs`, `animsequence`, `landscape`, `landscape-auto-material`) ship as a concise `skill.md` index plus sibling sub-docs that can be loaded on demand with `skill_name="/
"`. Available skills: - `animation-blueprint` — Animation Blueprint graph construction (requires skeleton reference) - `animation-editing` — Preview, validate, and bake animation workflows - `animation-montage` — Montage creation and section management - `animsequence` — Animation sequence manipulation - `asset-management` — Asset lifecycle workflows - `blueprints` — Blueprint creation and modification patterns (incl. event dispatchers, timelines, custom event input pins) - `blueprint-graphs` — Node wiring and graph construction - `data-assets` — Data asset creation patterns - `data-tables` — Data table management workflows - `engine-settings` — Engine configuration patterns - `enhanced-input` — Input system setup workflows - `enum-struct` — Enum and struct creation patterns - `foliage` — Foliage placement and configuration - `gameplay-tags` — Gameplay tag creation, removal, renaming, hierarchy - `landscape` — Landscape sculpting workflows - `landscape-auto-material` — Auto-blend landscape materials and RVT setup - `landscape-materials` — Landscape material layer setup - `level-actors` — Actor spawning and modification - `materials` — Material creation and shader networks - `metasounds` — MetaSound graph authoring - `niagara-systems` — Niagara particle system creation - `niagara-emitters` — Niagara emitter configuration - `pcg` — Procedural Content Generation workflows - `pie-testing` — Play-In-Editor automated checks - `project-settings` — Project configuration workflows - `screenshots` — Viewport and per-asset-editor capture workflows - `skeleton` — Skeletal hierarchy manipulation - `sound-cues` — Sound cue graph editing - `state-trees` — StateTree AI authoring (states, tasks, transitions, evaluators, global tasks, considerations) - `terrain-data` — Real-world heightmaps & water features - `umg-widgets` — Widget UI construction - `uv-mapping` — UV channels, transforms, lightmap generation, auto-unwrap, packing - `vibeue` — VibeUE workflow conventions - `viewport` — Editor viewport camera, layout, and view mode control --- ## Installation 1. Clone the VibeUE repository into your Unreal Engine project's `Plugins` folder 2. Enable Python scripting in Unreal Engine project settings 3. Restart Unreal Engine 4. The MCP server starts automatically on editor launch 5. Configure your AI client (VS Code, Claude Code, Cursor, OpenCode) to connect to the MCP endpoint Detailed installation guide: https://www.vibeue.com/docs/installation --- ## Compatibility - **Unreal Engine**: 5.8+ (requires the engine's native MCP server and Toolset Registry) - **Platform**: Windows (primary), macOS (community) - **AI Clients**: Claude Code, GitHub Copilot, Cursor, any MCP client connected via Unreal's native MCP endpoint - **License**: Open Source (MIT) - **GitHub (5-8 branch)**: https://github.com/kevinpbuckley/VibeUE/tree/5-8 --- ## Links - Website: https://www.vibeue.com - Documentation: https://www.vibeue.com/docs - Toolsets Reference: https://www.vibeue.com/tools - FAQ: https://www.vibeue.com/faq - Videos: https://www.vibeue.com/videos - Free API key: https://www.vibeue.com/login - GitHub (5-8 branch): https://github.com/kevinpbuckley/VibeUE/tree/5-8 - UE 5.7 archive: https://www.vibeue.com/v5-7 - Discord: https://discord.gg/hZs73ST59a