VibeUE

Agentic Development in Unreal Engine

🧰 FOR UNREAL ENGINE 5.8

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.

30 SERVICE TOOLSETS
34 AGENT SKILLS
FULL PYTHON API

🏗️ 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

1. Load Skills 2. Discover API 3. Execute Code 4. 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

68

Creation, sculpting, heightmaps, weight-layer painting, visibility holes, and spline roads/paths. No Epic equivalent.

CreateLandscape, SculptAtLocation, PaintLayerAtLocation, CreateSplinePoint, AnalyzeTerrain, CreateMountain…

LandscapeMaterialService

22

Layer blends, layer info objects, auto-materials, and grass output for terrain shading. No Epic equivalent.

CreateLandscapeMaterial, CreateLayerBlendNode, CreateAutoMaterial, CreateGrassOutput, CreateHeightMaskNode…

FoliageService

15

Foliage types, instance scattering, layer-aware placement, and instance queries. No Epic equivalent.

CreateFoliageType, ScatterFoliage, ScatterFoliageOnLayer, RemoveFoliageInRadius, GetFoliageInRadius…

ActorService

10

Transform-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

4

Runtime virtual texture assets, volumes, and assignments. No Epic equivalent.

CreateRuntimeVirtualTexture, CreateRVTVolume, AssignRVTToLandscape, GetRuntimeVirtualTextureInfo

MapBlockoutService

19

Procedural FPS map blockout workflow for fast greybox level layouts. No Epic equivalent.

RunFullPipeline, GenerateRoads, PlacePois, PlaceFoliage, MaterializeRoadsAsSplines…

🎬Animation

AnimSequenceService

89

Keyframes, bone tracks, notifies, curves, sync markers, and root motion.

CreateAnimSequence, AddCurve, AddNotify, AddSyncMarker, CompressAnimation, BakePreviewToKeyframes…

AnimMontageService

62

Sections, slots, segments, branching points, and blend settings for combo systems.

CreateMontageFromAnimation, AddSection, AddSlotTrack, AddAnimSegment, AddBranchingPoint…

AnimGraphService

48

AnimBP state machines, states, transitions, transition rules, and a declarative builder.

AddStateMachine, AddState, AddTransition, BuildStateMachine, ConnectAnimNodes…

SkeletonService

38

Bones, retargeting, curve metadata, and blend profiles for skeletal meshes.

AddBone, SetBoneTransform, ReparentBone, CreateBlendProfile, LearnFromAnimations…

🎵Audio & FX

MetaSoundService

20

MetaSound graph authoring — interfaces, nodes, and connections. Epic ships no audio toolset.

CreateMetaSound, AddNode, ConnectNodes, AddGraphInput, SetNodeInputDefault…

SoundCueService

38

SoundCue graph editing, node wiring, and audio behavior authoring.

CreateSoundCue, AddWavePlayerNode, AddRandomNode, SetAttenuation, ConnectNodes…

NiagaraService

6

System lifecycle and rapid-iteration parameters — the delta Epic's Niagara Toolsets don't cover.

CompareSystems, SetRapidIterationParam, GetEmitterLifecycle, DebugActivation

NiagaraEmitterService

5

Emitter color-curve editing — the delta Epic's Niagara Toolsets don't cover.

SetColorTint, GetColorCurveKeys, SetColorCurveKeys, ShiftColorHue, GetRapidIterationParameters

NiagaraScratchPadService

19

Custom-HLSL scratch-pad module authoring — unique, no Epic equivalent.

CreateScratchModule, AddCustomHlslNode, SetCustomHlslCode, ConnectPins, ApplyChanges…

🎨Materials & Mesh

MaterialService

15

Material/material-instance lifecycle, bulk parameter sets, and diagnostics.

CompileMaterial, SetInstanceParametersBulk, GetMaterialInfo, SetProperties, ListParameters

MaterialNodeService

34

Material graph expressions, connections, custom HLSL nodes, and graph recreation/export.

CreateCustomExpression, PromoteToParameter, ExportMaterialGraph, CompareMaterialGraphs, BatchCreateExpressions…

UVMappingService

22

UV channel unwrap and transform workflows for static and skeletal meshes. No Epic equivalent.

AutoUnwrapUVs, GenerateLightmapUVs, PackUVs, TransformUVs, IdentifyUVIslands…

🧠Gameplay, UI & Data

BlueprintService

101

Variables, 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

95

State 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

42

Font/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

23

Enhanced Input actions, mapping contexts, modifiers, and triggers. Epic ships no input toolset.

CreateAction, CreateMappingContext, AddKeyMapping, AddTrigger, AddModifier…

EnumStructService

20

User-defined enums and structs: create, edit, inspect, delete. No Epic toolset exists.

CreateEnum, CreateStruct, AddStructProperty, ChangeStructPropertyType, RenameEnumValue…

GameplayTagService

4

HasTag, AddTags, GetChildren, and redirect tracking — the delta Epic's Gameplay Tags Toolset doesn't cover.

🧰Editor, Assets & Project

TransactionService

14

Drive 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

5

Crash-safe asset/texture import-export and content-browser selection — the delta Epic's Asset Tools don't cover.

ImportAsset, ImportTexture, ExportTexture, IsAssetOpen, GetPrimaryContentBrowserSelection

ViewportService

17

View 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

9

Project settings discovery and raw-INI editing beyond Epic's registered config sections.

DiscoverSettingsClasses, ListIniSections, GetIniValue, SetIniValue, SaveConfig

EngineSettingsService

16

Cvars, 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

START BUILDING WITH THESE TOOLSETS