VibeUE TOOLSETS
VibeUE registers its services, tools, and skills directly onto Unreal Engine 5.8's native MCP endpoint. Your agent discovers engine tools and VibeUE's toolsets together, on one connection.
Discover APIs at runtime, execute Python in the editor context, and drive deep, domain-specific toolsets the engine doesn't ship.
🏗️ Three Native Systems VibeUE Extends
ToolsetRegistry
Each VibeUE service registers as a toolset; its methods become AICallable tools your agent can invoke directly. Epic's own engine toolsets register the exact same way.
ModelContextProtocol
Utility tools like execute_python_code and the discover_python_* family ride the engine's MCP endpoint.
AgentSkillToolset
34 lazy-loaded skill packs served alongside the engine's own. Discover with ListSkills, load with GetSkills.
Load Skills → Discover API → Execute → See Results
🔍 Discovery & Execution Tools
Python-first utility tools on the MCP endpoint for exploring and running code in the Unreal Engine context.
execute_python_code
Run Python directly in the Unreal Editor with full unreal.* API access.
discover_python_module
Inspect a module's classes, functions, and constants.
discover_python_class
Get a class's methods, properties, and inheritance hierarchy.
discover_python_function
Get signatures, parameters, and docstrings for any callable.
ListSkills / GetSkills
List and load domain knowledge packs from the AgentSkillToolset.
list_python_subsystems
Enumerate available editor subsystems for unreal.get_editor_subsystem().
Example: discover an API, then act on it
# 1. Discover what a service exposes
discover_python_class("unreal.BlueprintService", method_filter="variable")
# 2. Execute code using the discovered API
execute_python_code("""
import unreal
bp = "/Game/Blueprints/BP_Player"
unreal.BlueprintService.add_member_variable(bp, "Health", "float", "100.0")
unreal.BlueprintEditorLibrary.compile_blueprint(unreal.EditorAssetLibrary.load_asset(bp))
""") ⚡ Performance & Profiling Toolset
Epic's native toolsets ship no performance tooling. VibeUE's
PerformanceService (15 methods) adds a full profiling workflow.
frame_timing(target_fps)
Game/Render/GPU/RHI split with a CPU-vs-GPU-bound verdict, a next-step hint, and a per-thread FPS budget gate. Run it first.
start_trace / stop_trace
Full Unreal Insights capture lifecycle, plus bookmark and region markers.
analyse()
Reads the trace and log back: frame stats, worst frames, hitches, notable log lines.
start_standalone
Launches and profiles a representative standalone build for real-player perf data.
force_hitch()
Deliberately stalls a known thread so the verdict and budget gate can be validated against ground truth.
report()
Writes a self-contained, shareable HTML performance report with a data-driven "fix in this order" list.
🏔️ Real-World Terrain Toolset
Generate Unreal-ready heightmaps and map imagery from real-world GPS coordinates. (This hosted toolset uses your free API key.)
generate_heightmap
Real-world elevation → import-ready landscape heightmap.
preview_elevation
Preview the elevation profile for an area before importing.
get_map_image
Fetch styled map imagery for reference or material work.
search / geocode
Web research and GPS geocoding for in-context terrain workflows.
🐍 VibeUE Service Toolsets
Each service registers as a toolset on UE5.8's ToolsetRegistry and is also callable as
unreal.<ServiceName>.<method>() from Python. VibeUE focuses on the domains and depth Epic's general-purpose toolsets don't cover.
🏔️World & Terrain
LandscapeService
68Creation, sculpting, heightmaps, weight-layer painting, visibility holes, and spline roads/paths. No Epic equivalent.
CreateLandscape, SculptAtLocation, PaintLayerAtLocation, CreateSplinePoint, AnalyzeTerrain, CreateMountain…
LandscapeMaterialService
22Layer blends, layer info objects, auto-materials, and grass output for terrain shading. No Epic equivalent.
CreateLandscapeMaterial, CreateLayerBlendNode, CreateAutoMaterial, CreateGrassOutput, CreateHeightMaskNode…
FoliageService
15Foliage types, instance scattering, layer-aware placement, and instance queries. No Epic equivalent.
CreateFoliageType, ScatterFoliage, ScatterFoliageOnLayer, RemoveFoliageInRadius, GetFoliageInRadius…
ActorService
10Transform-lock, absolute-transform, preserve-scale, and camera-framing helpers — the delta Epic's ActorTools/SceneTools don't cover.
SetActorLockLocation, SetAbsoluteTransform, SetPreserveScaleRatio, GetActorViewCamera, CalculateActorView, GetAllProperties
RuntimeVirtualTextureService
4Runtime virtual texture assets, volumes, and assignments. No Epic equivalent.
CreateRuntimeVirtualTexture, CreateRVTVolume, AssignRVTToLandscape, GetRuntimeVirtualTextureInfo
MapBlockoutService
19Procedural FPS map blockout workflow for fast greybox level layouts. No Epic equivalent.
RunFullPipeline, GenerateRoads, PlacePois, PlaceFoliage, MaterializeRoadsAsSplines…
🎬Animation
AnimSequenceService
89Keyframes, bone tracks, notifies, curves, sync markers, and root motion.
CreateAnimSequence, AddCurve, AddNotify, AddSyncMarker, CompressAnimation, BakePreviewToKeyframes…
AnimMontageService
62Sections, slots, segments, branching points, and blend settings for combo systems.
CreateMontageFromAnimation, AddSection, AddSlotTrack, AddAnimSegment, AddBranchingPoint…
AnimGraphService
48AnimBP state machines, states, transitions, transition rules, and a declarative builder.
AddStateMachine, AddState, AddTransition, BuildStateMachine, ConnectAnimNodes…
SkeletonService
38Bones, retargeting, curve metadata, and blend profiles for skeletal meshes.
AddBone, SetBoneTransform, ReparentBone, CreateBlendProfile, LearnFromAnimations…
🎵Audio & FX
MetaSoundService
20MetaSound graph authoring — interfaces, nodes, and connections. Epic ships no audio toolset.
CreateMetaSound, AddNode, ConnectNodes, AddGraphInput, SetNodeInputDefault…
SoundCueService
38SoundCue graph editing, node wiring, and audio behavior authoring.
CreateSoundCue, AddWavePlayerNode, AddRandomNode, SetAttenuation, ConnectNodes…
NiagaraService
6System lifecycle and rapid-iteration parameters — the delta Epic's Niagara Toolsets don't cover.
CompareSystems, SetRapidIterationParam, GetEmitterLifecycle, DebugActivation
NiagaraEmitterService
5Emitter color-curve editing — the delta Epic's Niagara Toolsets don't cover.
SetColorTint, GetColorCurveKeys, SetColorCurveKeys, ShiftColorHue, GetRapidIterationParameters
NiagaraScratchPadService
19Custom-HLSL scratch-pad module authoring — unique, no Epic equivalent.
CreateScratchModule, AddCustomHlslNode, SetCustomHlslCode, ConnectPins, ApplyChanges…
🎨Materials & Mesh
MaterialService
15Material/material-instance lifecycle, bulk parameter sets, and diagnostics.
CompileMaterial, SetInstanceParametersBulk, GetMaterialInfo, SetProperties, ListParameters
MaterialNodeService
34Material graph expressions, connections, custom HLSL nodes, and graph recreation/export.
CreateCustomExpression, PromoteToParameter, ExportMaterialGraph, CompareMaterialGraphs, BatchCreateExpressions…
UVMappingService
22UV channel unwrap and transform workflows for static and skeletal meshes. No Epic equivalent.
AutoUnwrapUVs, GenerateLightmapUVs, PackUVs, TransformUVs, IdentifyUVIslands…
🧠Gameplay, UI & Data
BlueprintService
101Variables, functions, components, nodes, dispatchers, timelines, and batch build_graph — the higher-order delta on top of Epic's Blueprint Tools.
BuildGraph, AddTimeline, AddEventDispatcher, AddCustomEventNode, DiffBlueprints, AddCommentNode…
StateTreeService
95State hierarchy, tasks, evaluators, conditions, transitions, bindings, compile/save. Epic's StateTree Toolset ships zero AI-callable methods in UE 5.8 — this is the entire authoring surface.
AddState, AddTask, AddTransition, CompileStateTree, BindTaskPropertyToContext…
WidgetService
42Font/brush editing, animation authoring, preview/PIE validation, snapshots, and MVVM bindings — the delta on top of Epic's UMG/MVVM toolsets.
SetFont, SetBrush, CreateAnimation, CapturePreview, AddViewModelBinding, GetWidgetSnapshot…
InputService
23Enhanced Input actions, mapping contexts, modifiers, and triggers. Epic ships no input toolset.
CreateAction, CreateMappingContext, AddKeyMapping, AddTrigger, AddModifier…
EnumStructService
20User-defined enums and structs: create, edit, inspect, delete. No Epic toolset exists.
CreateEnum, CreateStruct, AddStructProperty, ChangeStructPropertyType, RenameEnumValue…
GameplayTagService
4HasTag, AddTags, GetChildren, and redirect tracking — the delta Epic's Gameplay Tags Toolset doesn't cover.
🧰Editor, Assets & Project
TransactionService
14Drive the editor's undo/redo from Python: group edits into one step, cancel-with-rollback, inspect history. Epic ships none.
BeginTransaction, EndTransaction, Undo, Redo, GetHistory…
AssetDiscoveryService
5Crash-safe asset/texture import-export and content-browser selection — the delta Epic's Asset Tools don't cover.
ImportAsset, ImportTexture, ExportTexture, IsAssetOpen, GetPrimaryContentBrowserSelection
ViewportService
17View modes, FOV, exposure, game-view, and viewport layout — the delta Epic's Editor Toolset (camera only) doesn't cover.
SetViewMode, SetFOV, SetExposure, SetGameView, SetViewportLayout…
ProjectSettingsService
9Project settings discovery and raw-INI editing beyond Epic's registered config sections.
DiscoverSettingsClasses, ListIniSections, GetIniValue, SetIniValue, SaveConfig
EngineSettingsService
16Cvars, scalability presets, and raw-INI engine settings beyond Epic's Config Settings Toolset.
GetConsoleVariable, SetConsoleVariable, GetScalabilitySettings, SetScalabilityLevel, SetEngineIniValue…
Everything above sits alongside Epic's own 19 engine toolsets
VibeUE doesn't duplicate Unreal 5.8's built-in AI toolsets — it registers next to them. See the exact AI-callable methods each of Epic's 19 toolsets ships (and which ones aren't worth enabling yet).
🏛️ SEE EPIC'S ENGINE TOOLSETS