VibeUE

Unreal Engine MCP

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VibeUE โ€” AI-Powered Unreal Engine Development

๐Ÿงฉ MCP Expansion + AI Editor Toolset for Unreal Engine 5.8+

https://www.vibeue.com/

Unreal Engine MCP License: MIT Discord Donate

VibeUE is the MCP Expansion + AI Editor Toolset for Unreal Engine 5.8+. Unreal 5.8 added a built-in MCP server and AI toolsets; VibeUE is an MCP Expansion that plugs straight into them and adds a deep AI Editor Toolset โ€” a library of editor capabilities โ€” Blueprints, materials, landscape, foliage, animation, Niagara, UMG, audio, StateTree, gameplay tags, input, UVs, performance/profiling, and more โ€” registered into the engine's own ToolsetRegistry and ModelContextProtocol server, plus rich domain skills served through Unreal's native AgentSkill system. Any MCP-capable agent (Claude Code, Cursor, Copilot, โ€ฆ) drives your editor through Unreal's standard MCP endpoint.

โš ๏ธ VibeUE requires Unreal's native MCP to be set up first โ€” enable the Unreal MCP plugin (which auto-enables Toolset Registry) and the Editor Tools plugin, then start the MCP server. Follow Epic's guide: Unreal MCP in the Unreal Editor. VibeUE then expands that endpoint โ€” no separate server and no in-editor chat. A free API key (set in Editor Preferences โ†’ Plugins โ†’ VibeUE) unlocks the real-world terrain tools; everything else works without one.


โœจ What VibeUE adds

Unreal 5.8 ships its own AI toolsets (Blueprints, materials, actors, assets, meshes, data tables, โ€ฆ). VibeUE complements them โ€” it focuses on the domains and depth the engine doesn't cover:

  • Terrain & world โ€” Landscape sculpting/heightmaps/splines, landscape auto-materials + RVT, Foliage, procedural FPS Map Blockout, and real-world terrain (heightmaps + water from GPS).
  • Audio โ€” MetaSound and SoundCue graph authoring.
  • Animation assets โ€” AnimSequence keyframe editing, AnimMontage authoring, AnimBP state machines, Skeleton bone/socket/retarget/blend-profile editing.
  • FX depth โ€” Niagara emitter color/curve authoring and Custom-HLSL scratch-pad modules.
  • UI โ€” UMG widgets with MVVM bindings, animation authoring, and preview/PIE validation.
  • Higher-order Blueprint authoring โ€” timelines, event dispatchers, delegates, custom-event pins, comment boxes, and a batch build_graph builder.
  • Editor safety โ€” TransactionService wraps the editor's transaction buffer (undo / redo / checkpoints) so an agent can group and roll back its own edits โ€” the engine's toolsets expose none.
  • โšก Performance & profiling โ€” VibeUE's standout: see the dedicated section below.
  • Python-first access โ€” run any unreal.* Python in the editor and introspect the whole API.
  • Web research โ€” search / fetch / geocode for in-context research and terrain workflows.

It deliberately does not duplicate the engine's general tools (basic asset/actor/blueprint/material CRUD, screenshots, logs, PIE) โ€” agents use Unreal's native toolsets for those.


โšก Performance & Profiling (flagship)

Unreal's native AI toolsets have zero performance tooling โ€” they can start PIE/Simulate but can't measure anything. VibeUE's PerformanceService fills that gap so an agent can actually diagnose and fix frame rate:

  • frame_timing() โ€” Game/Render/GPU/RHI thread split + a CPU-vs-GPU-bound verdict and a concrete next-step hint. Run this first โ€” optimising the GPU does nothing on a CPU-bound frame.
  • Unreal Insights capture โ€” start_trace / stop_trace / get_trace_status, with bookmark and region_start / region_end markers.
  • analyse() โ€” reads the trace and log back and returns a perf summary (frame stats, worst frames, hitches, notable log lines).
  • Trace-attached start_standalone โ€” profile a representative standalone build, not just the editor viewport.
import unreal
print(unreal.PerformanceService.frame_timing())   # CPU vs GPU bound โ€” diagnose FIRST
unreal.PerformanceService.start_trace("cap", "")   # Insights trace
# โ€ฆ reproduce the workload (ideally under PIE / standalone) โ€ฆ
unreal.PerformanceService.stop_trace()
print(unreal.PerformanceService.analyse("both", ""))

Pair with the profiling and frame-rate skills for the full CPU/GPU drill-down.


๐Ÿ—๏ธ Architecture

VibeUE plugs into three native UE 5.8+ systems:

  1. Toolsets (ToolsetRegistry) โ€” VibeUE's services register as UToolsetDefinitions, so their methods become AICallable tools on the MCP endpoint. They're also BlueprintCallable, so the same methods are callable from Python as unreal.<Name>Service.<method>().
  2. MCP server (ModelContextProtocol) โ€” a small set of VibeUE utility tools are registered directly on the endpoint: execute_python_code, discover_python_module/_class/_function, list_python_subsystems, deep_research, terrain_data.
  3. Skills (AgentSkillToolset) โ€” ~34 markdown skill packs register as native UAgentSkills, discoverable via ListSkills and loaded lazily via GetSkills, alongside the engine's own skills.

Efficient usage (for agents): execute_python_code is the workhorse โ€” it batches a whole multi-step task into one round-trip and reaches every VibeUE service plus the full unreal.* API. Use call_tool only for skills and the few engine toolsets with no Python path (screenshots, etc.). See Content/samples/AGENTS.md.sample for the full agent guide.


๐Ÿš€ Installation & setup

Requirements: Unreal Engine 5.8+ ยท Git

Step 1 โ€” Set up Unreal's native MCP (do this FIRST)

VibeUE is an expansion of Unreal's built-in MCP support, so enable that first. Full details in Epic's guide: Unreal MCP in the Unreal Editor.

  1. Edit โ†’ Plugins โ†’ enable Unreal MCP (this auto-enables Toolset Registry) and Editor Tools (the engine's own AI toolsets, so agents get both). These are Experimental. Restart when prompted.
  2. Edit โ†’ Editor Preferences โ†’ General โ†’ Model Context Protocol โ†’ enable Auto Start Server (or run the console command ModelContextProtocol.StartServer). Default endpoint http://127.0.0.1:8000/mcp (port/path configurable). Enabling Tool Search keeps an agent's context small โ€” it sees list_toolsets / describe_toolset / call_tool and loads tools on demand.

Step 2 โ€” Install VibeUE

cd /path/to/YourProject/Plugins
git clone https://github.com/kevinpbuckley/VibeUE.git

Build with the project script (don't run Build.bat directly):

Plugins/VibeUE/BuildAndLaunchGame.ps1                  # builds + launches the editor
Plugins/VibeUE/BuildAndLaunchGame.ps1 -StrictRebuild   # full recompile (warnings-as-errors)

Then Edit โ†’ Plugins โ†’ enable VibeUE and restart. Its services, tools, and skills now register onto the same endpoint, alongside the engine's own.

Step 3 โ€” Connect your agent

Two console commands from the editor (open the console with `):

1. Write the MCP server config (.mcp.json at the project root):

ModelContextProtocol.GenerateClientConfig ClaudeCode

(supports ClaudeCode, Cursor, VSCode, Gemini, Codex, or All.)

2. Write VibeUE's agent guide so the assistant uses the efficient patterns:

VibeUE.GenerateAgentConfig ClaudeCode

This writes the guide to the correct file for your agent โ€” CLAUDE.md (Claude Code), GEMINI.md (Gemini), AGENTS.md (Codex / Cursor), or .github/copilot-instructions.md (Copilot) โ€” or pass All to write CLAUDE.md + GEMINI.md + AGENTS.md at once. It resolves the plugin location automatically, so it works whether VibeUE was installed from FAB or Git. The guide goes in a managed block, so re-run any time to refresh without disturbing your own notes. Pass import to link the guide with a one-line @import instead of copying it (Claude Code / Gemini only โ€” other agents don't resolve imports, so they always get a copy).

The MCP server is loopback-only with no authentication โ€” same-machine use only (per Epic's docs).

The guide teaches: discover before you call (discover_python_class), batch with execute_python_code, load skills via ListSkills/GetSkills, and when to reach for deep_research / terrain_data.


๐ŸŽฏ Skills

Skills are lazy-loaded domain knowledge (workflows, gotchas, property formats) served by Unreal's native AgentSkillToolset:

# discover (summaries only โ€” cheap)
call_tool(tool_name="ListSkills", toolset_name="ToolsetRegistry.AgentSkillToolset")

# load the packs you need (full markdown, lazy)
call_tool(tool_name="GetSkills", toolset_name="ToolsetRegistry.AgentSkillToolset",
          arguments={"skillPaths": ["/VibeUE/Python/init_unreal_PY.VibeUE_blueprints"]})

ListSkills is the live source of truth for what's available (it reads each pack's SKILL.md). Skills tell you what to do and why; use discover_python_class('unreal.<Name>Service', method_filter='โ€ฆ') for exact signatures before writing code.


๐Ÿ”ง Plugin dependencies

Native engine prerequisites (enable in Step 1 โ€” Epic's MCP stack):

PluginPurpose
Unreal MCP (ModelContextProtocol)The native MCP server endpoint
Toolset Registry (ToolsetRegistry)Native AI toolset + AgentSkill registration (auto-enabled by Unreal MCP)
Editor Tools (EditorToolset)The engine's own AI toolsets โ€” VibeUE complements these

Enabled automatically by VibeUE: PythonScriptPlugin (the unreal.* API), EditorScriptingUtilities, and the domain plugins its services need โ€” Niagara, MetaSound, EnhancedInput, ModelViewViewModel, StateTree, MeshModelingToolset, GameplayTagsEditor. (VibeUE also depends on ToolsetRegistry + ModelContextProtocol, so enabling VibeUE pulls them in โ€” but you still enable Editor Tools and start the server per Step 1.)


๐Ÿ› ๏ธ Build & launch script

BuildAndLaunchGame.ps1 (project root or Plugins/VibeUE/) stops the running editor, builds, and relaunches:

  • -StrictRebuild โ€” full plugin recompile under warnings-as-errors
  • -Clean โ€” wipe intermediate/binaries first
  • -SkipBuild โ€” relaunch only

๐Ÿ“š The live API

VibeUE intentionally keeps no static method catalog in this README โ€” the surface evolves with the engine. The authoritative, always-current references are:

  • ListSkills โ†’ which domains exist and when to use them.
  • discover_python_class('unreal.<Name>Service') โ†’ exact method signatures.
  • describe_toolset('VibeUE.<Name>Service') โ†’ the toolset's tools + JSON schemas (token-heavy; prefer skills + discovery).

License

MIT โ€” see LICENSE. Project home: https://www.vibeue.com/