VibeUE

Unreal Engine MCP

VibeUE - AI-Powered Unreal Engine Development

https://www.vibeue.com/

Unreal Engine MCP License: MIT

VibeUE brings AI directly into Unreal Engine with an In-Editor Chat Client and Model Context Protocol (MCP) integration. Plan, inspect, create, and modify Blueprints, assets, materials, animation, landscapes, audio, UI, AI behavior, project settings, and more through natural language.

🔑 A free VibeUE API key is required for the MCP server and AI Chat to work. Get yours at vibeue.com/login — then paste it into the VibeUE settings gear icon inside Unreal Editor. See the AI Clients setup guide for IDE configuration.

✨ Key Features

  • In-Editor AI Chat - Chat with AI directly inside Unreal Editor
  • Python API Services - 26 specialized services with 886 methods for Blueprints, Materials, Widgets, Landscape Terrain, Splines, Foliage, Animation Sequences, Animation Blueprints, Animation Montages, Niagara, Skeletons, Sound Cues, Gameplay Tags, Screenshots, Runtime Virtual Textures, StateTree Behavior, Project/Engine Settings, and more
  • Full Unreal Python Access - Execute any Unreal Engine Python API through MCP
  • MCP Tools - 10 tools for discovery, execution, asset workflows, debugging, terrain generation, and web research
  • Domain Skills - 28 lazy-loaded skill packs covering Blueprints, graph editing, materials, terrain, animation, audio, AI, gameplay tags, widgets, data, and more
  • Custom Instructions - Add project-specific context via markdown files
  • External IDE Integration - Connect VS Code, Claude Desktop, Cursor, and AntiGravity via MCP

🏗️ Architecture Overview

VibeUE uses a Python-first architecture that gives AI assistants access to:

1. MCP Tools (10 tools)

Lightweight MCP tools for AI interaction with Unreal:

ToolPurpose
discover_python_moduleInspect module contents (classes, functions, constants)
discover_python_classGet class methods, properties, and inheritance
discover_python_functionGet function signatures and docstrings
execute_python_codeRun Python code in Unreal Editor context
list_python_subsystemsList available UE editor subsystems
manage_skillsLoad domain-specific knowledge on demand
manage_assetSearch, open, save, move, duplicate, and delete assets safely
read_logsRead and filter Unreal Engine log files with regex support
terrain_dataGenerate real-world heightmaps, map images, and water feature data from geographic coordinates
deep_researchWeb search, page fetching, and GPS geocoding — no API key required

Note: The read_logs MCP tool provides access to Unreal Engine's log files for debugging, error analysis, and workflow understanding.

Note: The manage_asset MCP tool is the preferred path for asset search, save, move, duplicate, and delete workflows. It avoids ad hoc Python asset handling and preserves references when renaming or moving content.

Note: The terrain_data and deep_research tools work together for real-world terrain workflows: geocode a place name → generate a heightmap → import into a landscape → fetch water features.

MCP Tool Reference

Core Discovery Tools

discover_python_module

discover_python_module(
    module_name: str,              # e.g., "unreal" (lowercase for UE module)
    name_filter: str = "",         # Filter by name substring (case-insensitive)
    include_classes: bool = True,  # Include classes in results
    include_functions: bool = True, # Include functions in results
    max_items: int = 100,          # Maximum items to return (0 = unlimited)
    case_sensitive: bool = False   # Whether filtering is case-sensitive
)

Example: discover_python_module("unreal", name_filter="Blueprint")

discover_python_class

discover_python_class(
    class_name: str,                # Fully qualified class name (e.g., "unreal.BlueprintService")
    method_filter: str = "",        # Filter methods by name substring
    include_inherited: bool = False, # Include inherited methods
    include_private: bool = False,  # Include private methods starting with _
    max_methods: int = 0            # Maximum methods to return (0 = unlimited)
)

Example: discover_python_class("unreal.BlueprintService", method_filter="variable")

discover_python_function

discover_python_function(
    function_name: str  # Fully qualified function name (e.g., "unreal.load_asset")
)

list_python_subsystems

list_python_subsystems()  # No parameters - returns all UE editor subsystems

Usage: Access via unreal.get_editor_subsystem(unreal.SubsystemName)

Execution Tool

execute_python_code

execute_python_code(
    code: str  # Python code to execute (must start with "import unreal")
)

Important: Use import unreal (lowercase). For subsystems: unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)

Returns: stdout, stderr, and execution status

Skills System Tool

manage_skills

# List all available skills
manage_skills(action="list")

# Suggest skills based on query
manage_skills(action="suggest", query="create widget button")

# Load single skill
manage_skills(action="load", skill_name="blueprints")

# Load multiple skills together (more efficient - deduplicated discovery)
manage_skills(action="load", skill_names=["blueprints", "enhanced-input"])

Skill names: animation-blueprint, animation-editing, animation-montage, animsequence, asset-management, blueprint-graphs, blueprints, data-assets, data-tables, engine-settings, enhanced-input, enum-struct, foliage, landscape, landscape-auto-material, landscape-materials, level-actors, materials, niagara-emitters, niagara-systems, project-settings, screenshots, skeleton, sound-cues, state-trees, terrain-data, umg-widgets

Asset Workflow Tool

manage_asset

# Search before acting
manage_asset(action="search", search_term="BP_Player", asset_type="Blueprint")

# Open or save a specific asset
manage_asset(action="open", asset_path="/Game/Blueprints/BP_Player")
manage_asset(action="save", asset_path="/Game/Blueprints/BP_Player")

# Save everything dirty before a build or launch
manage_asset(action="save_all")

# Move or rename while preserving references
manage_asset(action="move", source_path="/Game/StateTree/STT_Rotate", destination_path="/Game/StateTree/Tasks/STT_Rotate")

Important: Use move, not duplicate + delete, when the intent is a rename or relocation. Duplicate creates a second asset identity.

Log Reading Tool

read_logs

# List all logs
read_logs(action="list")

# Filter by category: System, Blueprint, Niagara, VibeUE
read_logs(action="list", category="Niagara")

# Get file info
read_logs(action="info", file="main")

# Read paginated content
read_logs(action="read", file="main", offset=0, limit=2000)

# Get last N lines
read_logs(action="tail", file="main", lines=50)

# Get first N lines
read_logs(action="head", file="main", lines=50)

# Regex filter with context
read_logs(
    action="filter",
    file="main",
    pattern="ERROR|EXCEPTION",
    context_lines=5,
    max_matches=100,
    case_sensitive=False
)

# Find errors
read_logs(action="errors", file="main", max_matches=20)

# Find warnings
read_logs(action="warnings", file="main", max_matches=20)

# Get new content since last read
read_logs(action="since", file="main", last_line=2500)

# Get help documentation
read_logs(action="help")

File Aliases:

  • main, system → Project log (FPS57.log)
  • chat, vibeue → Chat history log
  • llm → Raw LLM API log
Terrain Data Tool

terrain_data

# Preview elevation stats and get suggested settings
terrain_data(action="preview_elevation", lng=-122.4194, lat=37.7749)

# Generate a heightmap matching your landscape resolution
terrain_data(
    action="generate_heightmap",
    lng=-122.4194, lat=37.7749,
    base_level=0,
    height_scale=100,
    resolution=1009,        # MUST match landscape resolution
    format="png"
)

# Get a satellite or map reference image
terrain_data(
    action="get_map_image",
    lng=-122.4194, lat=37.7749,
    style="satellite-v9"    # satellite-v9, outdoors-v11, streets-v11, light-v10, dark-v10
)

# List available map image styles
terrain_data(action="list_styles")

# Fetch water features (rivers, lakes, ponds) for the same area
terrain_data(
    action="get_water_features",
    lng=-122.4194, lat=37.7749,
    map_size=17.28
)

Parameters (generate_heightmap):

ParameterTypeDefaultDescription
actionstring(required)generate_heightmap, preview_elevation, get_map_image, list_styles, get_water_features
lngnumberLongitude of center point
latnumberLatitude of center point
formatstringpngOutput: png, raw, zip
resolutionnumber1081Output NxN pixels — MUST match landscape resolution
map_sizenumber17.28Map size in km
base_levelnumber0Base elevation offset in meters
height_scalenumber100Height scale % (1-250)
water_depthnumber40Water depth in C:S units
blur_passesnumber10Plains smoothing passes
sharpenbooleantrueApply sharpening
save_pathstringSaved/Terrain/Custom output path

Workflow: preview_elevation → use suggested base_level and height_scalegenerate_heightmap with resolution matching your landscape → import_heightmap via LandscapeService.

Water workflow: After importing a heightmap, call get_water_features with the same lng/lat/map_size. This saves a JSON file to Saved/Terrain/ with rivers (ue5_points) and water bodies (ue5_rings) in origin-centered UE5 coordinates. Use the saved JSON to create landscape splines for rivers and mesh planes for lakes.

Deep Research Tool

deep_research

# Web search (DuckDuckGo)
deep_research(action="search", query="Unreal Engine landscape best practices")

# Fetch URL as clean markdown
deep_research(action="fetch_page", url="https://dev.epicgames.com/documentation/...")

# Place name → GPS coordinates
deep_research(action="geocode", query="Mount Fuji")

# GPS coordinates → place name
deep_research(action="reverse_geocode", lat=35.3606, lng=138.7274)

Parameters:

ParameterTypeRequiredDescription
actionstringYessearch, fetch_page, geocode, reverse_geocode
querystringFor search/geocodeSearch topic or place name
urlstringFor fetch_pageFull URL to fetch as markdown
latnumberFor reverse_geocodeLatitude
lngnumberFor reverse_geocodeLongitude

Typical workflows:

  • Research: searchfetch_page on best URL → synthesize
  • Terrain: geocode "Mount Fuji" → pass lat/lng to terrain_data

Log Reader Tool (read_logs)

The read_logs MCP tool provides comprehensive log file access with filtering and analysis capabilities:

Actions:

  • list - Browse available log files by category (System, Blueprint, Niagara, VibeUE)
  • info - Get file metadata (size, line count, last modified)
  • read - Read file with pagination (default 2000 lines, offset support)
  • tail - Get last N lines (like PowerShell's Get-Content -Tail)
  • head - Get first N lines
  • filter - Regex search with context lines and match limit
  • errors - Find error messages
  • warnings - Find warning messages
  • since - Get new content since last read (by line number)
  • help - Get detailed documentation

File Aliases:

  • main or system → Main project log (FPS57.log)
  • chat or vibeue → VibeUE chat history log
  • llm → Raw LLM API request/response log
  • Or use full file paths

Examples:

# List all logs
read_logs(action="list")

# Filter by category
read_logs(action="list", category="Niagara")

# Get last 50 lines of main log
read_logs(action="tail", file="main", lines=50)

# Search for errors with context
read_logs(action="filter", file="main", pattern="ERROR|EXCEPTION", context_lines=5)

# Find compilation errors
read_logs(action="errors", file="main", max_matches=20)

# Read specific range
read_logs(action="read", file="chat", offset=1000, limit=500)

# Check for new content since line 2500
read_logs(action="since", file="main", last_line=2500)

2. VibeUE Python API Services (26 services, 886 methods)

High-level services exposed to Python for common game development tasks:

ServiceMethodsDomain
AnimSequenceService89Animation sequence creation, keyframes, bone tracks, curves, notifies, preview
BlueprintService87Blueprint lifecycle, variables, functions, components, nodes, batch graph builder
AnimMontageService62Animation montages: sections, slots, segments, branching points, blend settings
SkeletonService53Skeleton & skeletal mesh manipulation, bones, sockets, retargeting, curves, blend profiles
LandscapeService68Landscape creation, sculpting, heightmaps, weight layers, holes, splines
AnimGraphService38Animation Blueprint state machines, states, transitions, anim nodes
NiagaraService37Niagara system lifecycle, emitters, parameters, settings discovery
MaterialService30Materials and material instances
ActorService27Level actor management, viewport camera control
InputService23Enhanced Input actions, contexts, modifiers, triggers
EngineSettingsService23Engine settings, rendering, physics, audio, cvars, scalability
NiagaraEmitterService23Niagara emitter modules, renderers, properties
MaterialNodeService40Material graph expressions and connections
EnumStructService20User-defined enums and structs (create, edit, delete)
AssetDiscoveryService20Asset search, import/export, references, move/rename workflows
LandscapeMaterialService22Landscape material layers, blend nodes, auto-material creation, layer info objects, grass output
WidgetService41UMG widget blueprints, components, snapshots, styling, animation, preview/PIE validation, and MVVM ViewModel bindings
ProjectSettingsService16Project settings, editor preferences, UI configuration
FoliageService15Foliage type management, scatter placement, layer-aware painting, instance queries
GameplayTagService8Gameplay tag CRUD: add, remove, rename, list, filter, hierarchy inspection
DataTableService15DataTable rows and structure
DataAssetService11UDataAsset instances and properties
ScreenshotService5Editor window and viewport screenshot capture for AI vision
RuntimeVirtualTextureService4Runtime Virtual Texture assets, RVT volume actors, and landscape RVT assignment
SoundCueService38Sound cue graph editing, sound node creation, wiring, and audio behavior authoring
StateTreeService71StateTree asset creation, state hierarchy, tasks, evaluators, conditions, transitions, parameters, component overrides, property bindings, compile/save

3. Full Unreal Engine Python API

Direct access to all unreal.* modules:

  • unreal.EditorAssetLibrary - Asset operations
  • unreal.EditorActorSubsystem - Level actor manipulation (via unreal.get_editor_subsystem())
  • unreal.EditorLevelLibrary - DEPRECATED — use EditorActorSubsystem instead
  • unreal.EditorUtilityLibrary - Editor utilities
  • unreal.SystemLibrary - System functions
  • All Unreal Python APIs available in the editor

🚀 Installation

Prerequisites

  • Unreal Engine 5.7+
  • Git (for manual installation)

1. Clone the Repository

cd /path/to/your/unreal/project/Plugins
git clone https://github.com/kevinpbuckley/VibeUE.git

2. Build the Plugin

Double-click to build:

Plugins/VibeUE/BuildPlugin.bat

Or specify your Unreal Engine path explicitly (skips auto-detection):

Plugins/VibeUE/BuildPlugin.bat "C:\Program Files\Epic Games\UE_5.7"

If the provided path is invalid, the script falls back to automatic detection.

3. Enable in Unreal

  1. Open your project in Unreal Editor
  2. Go to Edit > Plugins
  3. Find "VibeUE" and enable it
  4. Restart the editor

4. Configure API Key

  1. Open Tools > VibeUE > AI Chat
  2. Click the ⚙️ gear icon
  3. Get a free API key at vibeue.com/login
  4. Paste the key into the VibeUE API Key field and click Save

⚠️ Required for MCP tools: The VibeUE API key is validated at startup. If no valid key is configured, all MCP tools will return an error. Get your free key at vibeue.com/login.


🔧 Plugin Dependencies

VibeUE automatically enables these required plugins during installation:

PluginPurpose
PythonScriptPluginPython runtime and Unreal Engine Python API
EditorScriptingUtilitiesBlueprint and asset manipulation APIs
EnhancedInputInput system discovery and configuration
AudioCaptureSpeech-to-text input for in-editor chat
NiagaraNiagara VFX system and emitter manipulation
MeshModelingToolsetSkeleton modifier for bone manipulation

💬 In-Editor AI Chat

The built-in chat interface runs directly in Unreal Editor:

  • Menu: Window > VibeUE > AI Chat
  • Features: Tool integration, conversation history, external MCP support
  • Providers: VibeUE API (free) or OpenRouter

Configuration (Project Settings > Plugins > VibeUE)

SettingDefaultDescription
LLM ProviderVibeUESelect VibeUE or OpenRouter
Temperature0.2Creativity (0.0-1.0)
Max Tool Iterations100Max tool calls per turn

🧠 Using VibeUE with External AI Agents

When using VibeUE's MCP server with external AI agents (Claude Code, GitHub Copilot, Cursor, Antigravity, etc.), you must include the VibeUE instructions in your AI system prompt or context.

Ready-made templates: See Content/samples/README.md for copy-paste setup instructions for each supported AI tool.

Why This Matters

The Plugins/VibeUE/Content/instructions/vibeue.instructions.md file contains:

  • Critical API rules and gotchas (e.g., "compile before variable nodes")
  • Skills system documentation (lazy-loaded knowledge domains)
  • Common method naming mistakes to avoid
  • Property format requirements for different services
  • Essential safety rules (never block the editor, use full asset paths, etc.)

Without these instructions, AI agents will make incorrect assumptions about the API and encounter failures.

Claude Code ✅ Import Supported (Recommended)

Create CLAUDE.md at your project root:

# My Unreal Project

@Plugins/VibeUE/Content/samples/instructions.sample.md

The @ directive inlines the file automatically — no copying needed.

GitHub Copilot

Copy Plugins/VibeUE/Content/samples/instructions.sample.md to:

.github/copilot-instructions.md

Cursor

Copy Plugins/VibeUE/Content/samples/instructions.sample.md to:

.cursor/rules/vibeue.mdc

Google Antigravity

Copy Plugins/VibeUE/Content/samples/instructions.sample.md to:

.agent/rules/vibeue.md

Quick Reference: Essential Rules

The AI must know:

  • ✅ Always use discover_python_class() before calling service methods
  • ✅ Compile blueprints before adding variable nodes
  • ✅ Use full asset paths (/Game/Path/Asset, not Asset)
  • ✅ Property values are strings, not Python types
  • ✅ Load skills with manage_skills for domain-specific knowledge
  • ❌ Never guess method names - discover first
  • ❌ Never use modal dialogs or blocking operations
  • ❌ Never assume service counts or method availability

🎯 Skills System - Lazy-Loaded Domain Knowledge

VibeUE uses a Skills System to dramatically reduce AI context overhead while providing domain-specific guidance.

How It Works

Instead of loading all documentation at once, skills are lazy-loaded on demand:

  1. AI detects the task (e.g., "Create a blueprint with variables")
  2. Skill is automatically or manually loaded via manage_skills tool
  3. Skill contains: Critical rules, workflows, common mistakes, property formats
  4. AI uses skill knowledge combined with live discovery via discover_python_class

Available Skills

Each skill includes:

  • Critical Rules - Gotchas that discovery can't tell you (e.g., method name mistakes)
  • Workflows - Step-by-step patterns for common tasks
  • Common Mistakes - Things to avoid (wrong property names, etc.)
  • Property Formats - How to format values in Unreal string syntax

Domain Skills (dynamically discovered from Content/Skills/*/skill.md):

Skills are automatically discovered at runtime from the Content/Skills/ directory. Each skill folder contains a skill.md with YAML frontmatter defining its metadata. The system prompt's {SKILLS} token is replaced with a dynamically generated table of all available skills.

Current skills include: animation-blueprint, animation-editing, animation-montage, animsequence, asset-management, blueprint-graphs, blueprints, data-assets, data-tables, engine-settings, enhanced-input, enum-struct, foliage, landscape, landscape-auto-material, landscape-materials, level-actors, materials, niagara-emitters, niagara-systems, project-settings, screenshots, skeleton, sound-cues, state-trees, terrain-data, umg-widgets

Using Skills

In-Editor Chat - Skills auto-load based on keywords

External AI - Manually load with manage_skills tool:

# List all available skills
manage_skills(action="list")

# Load a specific skill
manage_skills(action="load", skill_name="blueprints")

# Load multiple skills together (deduplicated discovery)
manage_skills(action="load", skill_names=["blueprints", "enhanced-input"])

Skill response includes:

  • vibeue_classes - Services to discover (e.g., BlueprintService)
  • unreal_classes - Native UE classes (e.g., EditorAssetLibrary)
  • content - Markdown with workflows and critical rules
  • COMMON_MISTAKES - Quick reference for frequent errors

Workflow with Skills

The recommended pattern:

import unreal

# 1. Load relevant skill for domain knowledge
manage_skills(action="load", skill_name="blueprints")
# ↓ Skill response tells you about BlueprintService methods and critical rules

# 2. Discover exact method signatures BEFORE calling
unreal.BlueprintService  # Already know this from skill
discover_python_class("unreal.BlueprintService", method_filter="variable")
# ↓ Discovery returns: add_variable, remove_variable, list_variables, ...

# 3. Use discovered signatures with parameters from skill
path = unreal.BlueprintService.create_blueprint("BP_Player", "Actor", "/Game/Blueprints")
unreal.BlueprintService.add_variable(path, "Health", "Float", "100.0")
unreal.BlueprintService.compile_blueprint(path)  # Critical rule from skill!

Token Efficiency

Before Skills: 13,000 tokens of all docs loaded every conversation

After Skills: 2,500 base + domain skills on demand

  • Blueprint task: 2.5k + 3.2k = 5.7k (56% reduction)
  • Material task: 2.5k + 2.2k = 4.7k (64% reduction)
  • Multi-domain: Load only what's needed (50-65% average)

All services are available via unreal.<ServiceName>.<method>().

Workflow: Discover Before Using

# ALWAYS discover service methods first
# MCP: discover_python_class("unreal.BlueprintService")

# Then call methods with correct parameters
unreal.BlueprintService.create_blueprint("BP_MyActor", "Actor", "/Game/Blueprints")

BlueprintService (87 methods)

Lifecycle:

  • create_blueprint(name, parent_class, path) - Create new blueprint
  • compile_blueprint(path) - Compile blueprint
  • reparent_blueprint(path, new_parent) - Change parent class

Variables:

  • add_variable(path, name, type, default, ...) - Add variable
  • remove_variable(path, name) - Remove variable
  • list_variables(path) - List all variables
  • get_variable_info(path, name) - Get variable details
  • modify_variable(path, name, ...) - Modify properties
  • search_variable_types(filter, category) - Find available types

Functions:

  • create_function(path, name, is_pure) - Create function
  • delete_function(path, name) - Delete function
  • add_function_input/output(...) - Add parameters
  • add_function_local_variable(...) - Add local variables
  • get_function_info(path, name) - Get function details

Components:

  • add_component(path, type, name, parent) - Add component
  • remove_component(path, name) - Remove component
  • get/set_component_property(...) - Property access
  • get_component_hierarchy(path) - Get hierarchy

Nodes:

  • add_*_node(...) - Add nodes (branch, variable, math, etc.)
  • connect_nodes(...) - Connect pins
  • get_nodes_in_graph(path, graph) - List nodes
  • discover_nodes(path, search, category) - Find node types
  • create_node_by_key(...) - Create any node type

AnimGraphService (38 methods)

AnimGraphService provides comprehensive Animation Blueprint manipulation for state machines, states, transitions, and animation nodes:

State Machine Management:

  • add_state_machine(path, name, x, y) - Add state machine to AnimGraph
  • list_state_machines(path) - List all state machines
  • get_state_machine_info(path, name) - Get detailed state machine info

State Management:

  • add_state(path, machine, name, x, y) - Add state to state machine
  • remove_state(path, machine, name, remove_transitions) - Remove state
  • list_states_in_machine(path, machine) - List all states and transitions
  • get_state_info(path, machine, state) - Get detailed state info
  • open_anim_state(path, machine, state) - Open state in editor

Transition Management:

  • add_transition(path, machine, source, dest, blend_duration) - Add transition
  • remove_transition(path, machine, source, dest) - Remove transition
  • get_state_transitions(path, machine, state) - Get transitions for state
  • open_transition(path, machine, source, dest) - Open transition rule in editor

Conduit Management:

  • add_conduit(path, machine, name, x, y) - Add conduit node

Animation Nodes:

  • add_sequence_player(path, graph, anim_path, x, y) - Add sequence player
  • add_blend_space_player(path, graph, bs_path, x, y) - Add blend space player
  • add_blend_by_bool(path, graph, x, y) - Add Blend By Bool node
  • add_blend_by_int(path, graph, num_poses, x, y) - Add Blend By Int node
  • add_layered_blend(path, graph, x, y) - Add Layered Blend Per Bone
  • add_slot_node(path, graph, slot_name, x, y) - Add slot node
  • add_save_cached_pose(path, graph, cache_name, x, y) - Add Save Cached Pose
  • add_use_cached_pose(path, graph, cache_name, x, y) - Add Use Cached Pose
  • add_two_bone_ik_node(path, graph, x, y) - Add Two Bone IK
  • add_modify_bone_node(path, graph, bone_name, x, y) - Add Modify Bone

Node Connections:

  • connect_anim_nodes(path, graph, source_id, source_pin, target_id, target_pin) - Connect pose pins
  • connect_to_output_pose(path, graph, source_id, source_pin) - Connect to Output Pose
  • disconnect_anim_node(path, graph, node_id, pin_name) - Disconnect node

Asset Management:

  • set_sequence_player_asset(path, graph, node_id, anim_path) - Set animation on player
  • set_blend_space_asset(path, graph, node_id, bs_path) - Set blend space on player
  • get_node_animation_asset(path, graph, node_id) - Get current animation asset

Information & Navigation:

  • is_anim_blueprint(path) - Check if asset is AnimBP
  • get_skeleton(path) - Get skeleton used by AnimBP
  • get_preview_mesh(path) - Get preview skeletal mesh
  • get_parent_class(path) - Get parent class
  • get_output_pose_node_id(path, graph) - Get Output Pose node ID
  • get_used_anim_sequences(path) - List all used animations
  • list_graphs(path) - List all graphs in AnimBP
  • open_anim_graph(path, graph) - Open graph in editor
  • focus_node(path, node_id) - Focus on specific node

AnimMontageService (62 methods)

AnimMontageService provides comprehensive CRUD operations for Animation Montage assets including section management, slot tracks, animation segments, branching points, and blend settings:

Discovery:

  • list_montages(path, skeleton_filter) - List all montages in a path
  • get_montage_info(path) - Get comprehensive montage information
  • find_montages_for_skeleton(skeleton_path) - Find all montages compatible with a skeleton
  • find_montages_using_animation(anim_path) - Find montages using a specific animation

Properties:

  • get_montage_length(path) - Get total duration in seconds
  • get_montage_skeleton(path) - Get skeleton asset path
  • set_blend_in(path, time, option) - Set blend in settings (Linear, Cubic, etc.)
  • set_blend_out(path, time, option) - Set blend out settings
  • get_blend_settings(path) - Get all blend settings
  • set_blend_out_trigger_time(path, time) - Set when blend out begins

Section Management (C++ - required for TArray modification):

  • list_sections(path) - List all sections with timing info
  • get_section_info(path, name) - Get detailed section info
  • get_section_index_at_time(path, time) - Get section index at time
  • get_section_name_at_time(path, time) - Get section name at time
  • add_section(path, name, start_time) - Add new section
  • remove_section(path, name) - Remove section
  • rename_section(path, old_name, new_name) - Rename section
  • set_section_start_time(path, name, time) - Move section
  • get_section_length(path, name) - Get section duration

Section Linking (Branching):

  • get_next_section(path, section) - Get linked next section
  • set_next_section(path, section, next) - Link section to next
  • set_section_loop(path, section, loop) - Set section to loop
  • get_all_section_links(path) - Get complete flow chart
  • clear_section_link(path, section) - Clear link (ends montage)

Slot Tracks:

  • list_slot_tracks(path) - List all slot tracks
  • get_slot_track_info(path, index) - Get track details
  • add_slot_track(path, slot_name) - Add new slot track
  • remove_slot_track(path, index) - Remove track
  • set_slot_name(path, index, name) - Change slot name
  • get_all_used_slot_names(path) - Get unique slot names

Animation Segments (Multiple Animations per Montage):

  • list_anim_segments(path, track_index) - List segments in track
  • get_anim_segment_info(path, track, segment) - Get segment details
  • add_anim_segment(path, track, anim_path, start_time, play_rate) - Add animation
  • remove_anim_segment(path, track, segment) - Remove segment
  • set_segment_start_time(path, track, segment, time) - Move segment
  • set_segment_play_rate(path, track, segment, rate) - Set playback speed
  • set_segment_start_position(path, track, segment, pos) - Trim start
  • set_segment_end_position(path, track, segment, pos) - Trim end
  • set_segment_loop_count(path, track, segment, count) - Set loop count

Notifies:

  • list_notifies(path) - List all notifies
  • add_notify(path, class, time, name) - Add instant notify
  • add_notify_state(path, class, start, duration, name) - Add state notify
  • remove_notify(path, index) - Remove notify
  • set_notify_trigger_time(path, index, time) - Move notify
  • set_notify_link_to_section(path, index, section) - Link to section

Branching Points:

  • list_branching_points(path) - List all branching points
  • add_branching_point(path, name, time) - Add frame-accurate event
  • remove_branching_point(path, index) - Remove branching point
  • is_branching_point_at_time(path, time) - Check for branching point

Root Motion:

  • get/set_enable_root_motion_translation(path, enable) - Control translation
  • get/set_enable_root_motion_rotation(path, enable) - Control rotation
  • get_root_motion_at_time(path, time) - Get root motion transform

Creation:

  • create_montage_from_animation(anim, dest, name) - Create from animation
  • create_empty_montage(skeleton, dest, name) - Create empty montage
  • duplicate_montage(source, dest, name) - Duplicate montage

Editor:

  • open_montage_editor(path) - Open in Animation Editor
  • refresh_montage_editor(path) - Refresh UI after modifications
  • jump_to_section(path, section) - Preview jump to section
  • set_preview_time(path, time) - Set preview playhead
  • play_preview(path, start_section) - Play in preview

MaterialService (30 methods)

Lifecycle:

  • create_material(name, path) - Create material
  • create_instance(parent, name, path) - Create instance
  • compile_material(path) - Recompile shaders

Properties:

  • get/set_property(path, name, value) - Property access
  • list_properties(path) - List all properties
  • list_parameters(path) - List parameters

Instances:

  • set_instance_scalar/vector/texture_parameter(...) - Set overrides
  • clear_instance_parameter_override(...) - Clear override

MaterialNodeService (40 methods)

  • discover_types(category, search) - Find expression types
  • create_expression(path, class, x, y) - Create expression
  • connect_expressions(...) - Connect nodes
  • connect_to_output(path, expr, output, property) - Connect to material output
  • create_parameter(...) - Create parameter expression

WidgetService (41 methods)

  • list_widget_blueprints(path), widget_blueprint_exists(path), widget_exists(path, component) - Discover widget assets and validate targets before editing
  • get_hierarchy(path), get_root_widget(path), list_components(path) - Inspect widget trees and hierarchy state
  • get_widget_snapshot(path), get_component_snapshot(path, component) - Capture hierarchy, slot layout, and property state in a single call
  • add_component(path, type, name, parent), remove_component(path, name), rename_widget(path, old_name, new_name), validate(path) - Manage widget composition safely
  • get_component_properties(path, component), list_properties(path, component), get/set_property(path, component, property, value), search_types(filter) - Query and edit widget properties and available types
  • get_available_events(path, component, type), bind_event(path, widget, event, function) - Discover and wire widget events
  • add_view_model(path, class, name, creation_type), remove_view_model(path, name), list_view_models(path) - Register MVVM ViewModels
  • add_view_model_binding(path, vm, vm_prop, widget, widget_prop, mode), remove_view_model_binding(path, index), list_view_model_bindings(path) - Create and manage MVVM bindings
  • set_font/get_font(...), set_brush/get_brush(...) - Apply full font and brush styling APIs for UMG widgets
  • list_animations(path), create_animation(path, name), remove_animation(path, name), add_animation_track(path, anim, widget, property), add_keyframe(path, anim, widget, property, keyframe) - Author UMG animations
  • capture_preview(path), start_pie(), stop_pie(), is_pie_running(), spawn_widget_in_pie(path), get_live_property(handle, component, property), remove_widget_from_pie(handle) - Preview and runtime validation workflows

InputService (23 methods)

  • create_action(name, path, value_type) - Create Input Action
  • create_mapping_context(name, path, priority) - Create context
  • add_key_mapping(context, action, key) - Add binding
  • add_modifier/trigger(...) - Add modifiers/triggers
  • get_available_keys(filter) - List bindable keys

AssetDiscoveryService (20 methods)

  • search_assets(term, type) - Find assets
  • save_asset(path) / save_all_assets() - Save
  • import_texture(file, dest) - Import texture
  • export_texture(asset, file) - Export texture
  • get_asset_dependencies/referencers(path) - References

DataAssetService (11 methods)

  • search_types(filter) - Find DataAsset subclasses
  • create_data_asset(class, path, name) - Create instance
  • get/set_property(path, name, value) - Property access
  • set_properties(path, json) - Bulk set properties

DataTableService (15 methods)

  • search_row_types(filter) - Find row struct types
  • create_data_table(struct, path, name) - Create table
  • add_row/add_rows(path, name, json) - Add rows
  • get_row/update_row/remove_row(...) - Row operations
  • get_row_struct(path) - Get column schema

ActorService (27 methods)

ActorService provides comprehensive level actor manipulation:

  • Actor discovery and queries
  • Transform operations (position, rotation, scale)
  • Selection management
  • Spawning and destruction
  • Property access
  • Viewport camera control

Camera Control:

  • set_viewport_camera(location, rotation) — Position the editor viewport camera directly
  • get_actor_view_camera(name, direction, padding) — Calculate and apply a camera view that frames an actor from a direction (Top, Bottom, Left, Right, Front, Back)
  • calculate_actor_view(name, direction, padding) — Calculate view info without moving the camera

SkeletonService (53 methods)

SkeletonService provides comprehensive skeleton and skeletal mesh manipulation:

Discovery:

  • search_skeletons(path, filter) - Find skeleton assets
  • search_skeletal_meshes(path, filter) - Find skeletal mesh assets
  • get_skeleton_info(path) - Get skeleton metadata
  • get_mesh_skeleton(path) - Get skeleton used by a mesh
  • get_meshes_using_skeleton(path) - Find all meshes using a skeleton

Bone Operations:

  • list_bones(path) - List all bones with hierarchy
  • get_bone_info(path, name) - Get detailed bone info
  • get_bone_hierarchy(path, name, depth) - Get bone subtree
  • get_bone_children(path, name) - Get direct children
  • get_bone_transform(path, name, space) - Get transform (local/global)
  • find_bone_by_index(path, index) - Find bone by index
  • bone_exists(path, name) - Check if bone exists
  • get_bone_path_to_root(path, name) - Get chain from bone to root

Bone Modification (requires commit):

  • add_bone(path, name, parent, transform) - Add new bone
  • remove_bone(path, name, remove_children) - Remove bone
  • rename_bone(path, old_name, new_name) - Rename bone
  • mirror_bone(path, name, axis, prefix) - Mirror bone
  • reparent_bone(path, name, new_parent) - Change parent
  • set_bone_transform(path, name, transform, space) - Set transform
  • copy_bone_chain(path, source, new_parent, prefix) - Duplicate chain
  • commit_bone_changes(path) - CRITICAL: Apply all changes

Sockets:

  • list_sockets(path) - List all sockets
  • get_socket_info(path, name) - Get socket details
  • add_socket(path, name, bone, location, rotation, scale, to_skeleton) - Add socket
  • remove_socket(path, name) - Remove socket
  • socket_exists(path, name) - Check if socket exists
  • update_socket(path, name, ...) - Modify socket properties
  • copy_socket(path, source, new_name, new_bone) - Duplicate socket

Retargeting:

  • get_bone_retargeting_mode(path, name) - Get retarget mode
  • set_bone_retargeting_mode(path, name, mode) - Set retarget mode
  • get_all_retargeting_modes(path) - Get all bones' modes
  • set_batch_retargeting_mode(path, bones, mode) - Set multiple bones

Curve Metadata:

  • list_curves(path) - List curve metadata
  • add_curve(path, name, morph, material) - Add curve
  • remove_curve(path, name) - Remove curve
  • get_curve_info(path, name) - Get curve details
  • set_curve_flags(path, name, morph, material) - Set curve flags
  • curve_exists(path, name) - Check if curve exists

Blend Profiles:

  • list_blend_profiles(path) - List profiles
  • get_blend_profile(path, name) - Get profile data
  • create_blend_profile(path, name) - Create profile
  • set_blend_profile_scale(path, profile, bone, scale, children) - Set blend scale

Properties & Editor:

  • get_preview_mesh(path) - Get preview mesh
  • set_preview_mesh(path, mesh) - Set preview mesh
  • get_physics_asset(mesh) - Get associated physics asset
  • open_in_editor(path) - Open in Skeleton Tree editor
  • open_mesh_in_editor(path) - Open skeletal mesh editor
  • refresh_skeleton(path) - Refresh after changes

LandscapeService (68 methods)

LandscapeService provides comprehensive landscape terrain manipulation including sculpting, weight layer painting, heightmap import/export, visibility holes, and spline-based road/path creation:

Discovery:

  • list_landscapes() - Find all landscape actors in the current level
  • get_landscape_info(name) - Get landscape metadata (size, components, layers)
  • landscape_exists(name) / layer_exists(name, layer) - Existence checks

Lifecycle:

  • create_landscape(name, ...) - Create a new landscape actor
  • delete_landscape(name) - Remove a landscape actor

Heightmap Operations:

  • import_heightmap(name, file) - Import heightmap from PNG/R16 file
  • export_heightmap(name, file) - Export heightmap to file
  • get_height_at_location(name, x, y) - Sample height at world position
  • get_height_in_region(name, ...) - Get heights across a region
  • set_height_in_region(name, ...) - Set heights across a region

Sculpting:

  • sculpt_at_location(name, x, y, radius, strength) - Raise/lower terrain
  • flatten_at_location(name, x, y, radius, height) - Flatten to target height
  • smooth_at_location(name, x, y, radius, strength) - Smooth terrain
  • raise_lower_region(name, ...) - Raise or lower a rectangular region
  • apply_noise(name, ...) - Apply procedural noise

Paint Layer Operations:

  • list_layers(name) - List all landscape layers
  • add_layer(name, layer, ...) - Add a paint layer
  • remove_layer(name, layer) - Remove a paint layer
  • get_layer_weights_at_location(name, x, y) - Sample layer weights
  • paint_layer_at_location(name, layer, x, y, radius, strength) - Paint a layer
  • paint_layer_in_region(name, layer, ...) - Batch paint a region
  • paint_layer_in_world_rect(name, layer, ...) - Paint in world-space rect

Weight Map Import/Export:

  • export_weight_map(name, layer, file) - Export layer weight map
  • import_weight_map(name, layer, file) - Import layer weight map
  • get_weights_in_region(name, ...) - Read weights across a region
  • set_weights_in_region(name, ...) - Write weights across a region

Visibility Holes:

  • get_hole_at_location(name, x, y) - Check if hole exists at location
  • set_hole_at_location(name, x, y, hole) - Create/remove a hole
  • set_hole_in_region(name, ...) - Set holes across a region

Splines:

  • create_spline_point(name, x, y, z) - Create a landscape spline point
  • connect_spline_points(name, p1, p2) - Connect two spline points
  • create_spline_from_points(name, points) - Create a spline from a list of positions
  • get_spline_info(name) - Get all spline points and segments
  • modify_spline_point(name, index, ...) - Move or adjust a spline point
  • delete_spline_point(name, index) - Remove a spline point
  • delete_all_splines(name) - Clear all splines on the landscape
  • apply_splines_to_landscape(name) - Bake splines into the terrain shape
  • set_spline_segment_meshes(name, segment, mesh) - Assign mesh to spline segment
  • set_spline_point_mesh(name, index, mesh) - Assign mesh at spline point

Properties:

  • get_landscape_property(name, prop) / set_landscape_property(name, prop, val) - Property access
  • set_landscape_material(name, material) - Assign material to landscape
  • set_landscape_visibility(name, visible) / set_landscape_collision(name, enabled) - Visibility and collision

Resize:

  • resize_landscape(name, ...) - Change landscape dimensions

LandscapeMaterialService (22 methods)

LandscapeMaterialService handles the creation and configuration of landscape-specific materials including layer blend nodes, layer info objects, and grass output:

Material Creation:

  • create_landscape_material(name, path) - Create a landscape-compatible material

Layer Blend Nodes:

  • create_layer_blend_node(material, x, y) - Create a LandscapeLayerBlend node
  • create_layer_blend_node_with_layers(material, layers, x, y) - Create node with predefined layers
  • add_layer_to_blend_node(material, node_id, layer_name, blend_type) - Add layer to blend node
  • remove_layer_from_blend_node(material, node_id, layer_name) - Remove layer from blend node
  • get_layer_blend_info(material, node_id) - Get blend node configuration
  • connect_to_layer_input(material, node_id, layer, texture) - Connect texture to layer input

Landscape-Specific Expressions:

  • create_layer_coords_node(material, x, y) - Create LandscapeLayerCoords UV node
  • create_layer_sample_node(material, layer, x, y) - Create LandscapeLayerSample node
  • create_layer_weight_node(material, layer, x, y) - Create LandscapeLayerWeight expression
  • create_grass_output(material, grass_types, x, y) - Create LandscapeGrassOutput node

Layer Info Objects:

  • create_layer_info_object(name, path, layer_name) - Create a LandscapeLayerInfoObject asset
  • get_layer_info_details(path) - Get layer info properties (phys material, hardness, etc.)

Material Assignment:

  • assign_material_to_landscape(landscape, material) - Assign material to a landscape actor

Convenience:

  • setup_layer_textures(material, layers) - One-call setup for multi-layer textured landscape material

Existence Checks:

  • landscape_material_exists(path) / layer_info_exists(path) - Existence checks

FoliageService (15 methods)

FoliageService provides foliage type management, instance scattering, layer-aware placement, and instance queries:

Discovery:

  • list_foliage_types() - List all foliage types in the current level
  • get_instance_count(foliage_type) - Get total instance count for a foliage type

Foliage Type Management:

  • create_foliage_type(mesh, name, path) - Create a new FoliageType asset from a static mesh
  • get_foliage_type_property(type, property) - Get a foliage type property value
  • set_foliage_type_property(type, property, value) - Set a foliage type property value

Scatter Placement:

  • scatter_foliage(type, center, radius, count) - Scatter instances in a circular area
  • scatter_foliage_rect(type, min, max, density) - Scatter in a rectangular region
  • add_foliage_instances(type, transforms) - Add instances at specific transforms
  • scatter_foliage_on_layer(type, landscape, layer, ...) - Place foliage weighted by a landscape paint layer

Removal:

  • remove_foliage_in_radius(type, center, radius) - Remove instances within a radius
  • remove_all_foliage_of_type(type) - Remove all instances of a foliage type
  • clear_all_foliage() - Remove all foliage instances from the level

Query:

  • get_foliage_in_radius(type, center, radius) - Get instance locations within a radius

Existence Checks:

  • foliage_type_exists(type) / has_foliage_instances(type) - Existence checks

NiagaraService (37 methods)

Lifecycle:

  • create_system(name, path, template) - Create new Niagara system
  • compile_system(path) / compile_with_results(path) - Compile with error messages
  • save_system(path) - Save to disk
  • open_in_editor(path) - Open in Niagara Editor

Information & Discovery:

  • get_system_info(path) - Comprehensive system information
  • get_system_properties(path) - Effect type, determinism, warmup, bounds
  • summarize(path) - AI-friendly system summary
  • list_emitters(path) - List all emitters
  • get_all_editable_settings(path) - Discover ALL editable settings (user params, system scripts, emitter scripts)

Emitter Management:

  • add_emitter(system, emitter_asset, name) - Add emitter to system
  • copy_emitter(src_system, src_emitter, target_system, new_name) - Copy between systems
  • duplicate_emitter(system, source, new_name) - Duplicate within system
  • remove_emitter(system, emitter) - Remove emitter
  • rename_emitter(system, current, new) - Rename emitter
  • enable_emitter(system, emitter, enabled) - Enable/disable
  • move_emitter(system, emitter, index) - Reorder emitter
  • get_emitter_graph_position(system, emitter) - Get emitter position in graph
  • set_emitter_graph_position(system, emitter, x, y) - Set emitter position
  • get_emitter_lifecycle(system, emitter) - Get loop behavior and lifecycle

Parameter Management:

  • list_parameters(path) - List user-exposed parameters
  • get_parameter(path, name) - Get parameter value (searches User → System scripts → Emitter scripts)
  • set_parameter(path, name, value) - Set parameter value (searches User → System scripts → Emitter scripts)
  • add/remove_user_parameter(...) - Add/remove user parameters
  • list_rapid_iteration_params(system, emitter) - List emitter module parameters
  • set_rapid_iteration_param(system, emitter, name, value) - Set module values (color, spawn rate, etc.)
  • set_rapid_iteration_param_by_stage(...) - Set parameter in specific script stage

Search & Utilities:

  • search_systems(path, filter) - Find Niagara systems
  • search_emitter_assets(path, filter) - Find emitter assets
  • list_emitter_templates(path, filter) - List available emitter templates
  • system_exists(path) / emitter_exists(system, emitter) / parameter_exists(...) - Existence checks
  • compare_systems(source, target) - Compare two systems
  • copy_system_properties(target, source) - Copy system settings
  • debug_activation(path) - Debug why system isn't playing

NiagaraEmitterService (23 methods)

Module Management:

  • list_modules(system, emitter, type) - List all modules
  • get_module_info(system, emitter, module) - Get module details
  • add_module(system, emitter, script, type) - Add module
  • remove_module(system, emitter, module) - Remove module
  • enable_module(system, emitter, module, enabled) - Enable/disable module
  • set_module_input(system, emitter, module, input, value) - Set module input
  • get_module_input(system, emitter, module, input) - Get module input value
  • reorder_module(system, emitter, module, index) - Reorder module

Renderer Management:

  • list_renderers(system, emitter) - List renderers
  • get_renderer_details(system, emitter, index) - Get renderer details
  • add_renderer(system, emitter, type) - Add renderer (Sprite, Mesh, Ribbon, Light, Component)
  • remove_renderer(system, emitter, index) - Remove renderer
  • enable_renderer(system, emitter, index, enabled) - Enable/disable renderer
  • set_renderer_property(system, emitter, index, property, value) - Set renderer property

Script Discovery:

  • search_module_scripts(filter, type) - Find module scripts
  • list_builtin_modules(type) - List built-in modules
  • get_script_info(path) - Get script asset info

Emitter Properties:

  • get_emitter_properties(system, emitter) - Get lifecycle and property info
  • get_rapid_iteration_parameters(system, emitter, type) - Get rapid iteration parameters

ScreenshotService (5 methods)

ScreenshotService enables AI vision by capturing editor content:

  • capture_editor_window(path) - Capture entire editor window (works for blueprints, materials, etc.)
  • capture_viewport(path, width, height) - Capture level viewport
  • capture_active_window(path) - Capture foreground window
  • get_open_editor_tabs() - List open editor tabs with asset info
  • get_active_window_title() - Get focused window title
  • is_editor_window_active() - Check if editor is in focus

RuntimeVirtualTextureService (4 methods)

RuntimeVirtualTextureService manages RVT assets and landscape integration:

  • create_runtime_virtual_texture(name, path, ...) - Create a Runtime Virtual Texture asset
  • get_runtime_virtual_texture_info(path) - Get RVT asset metadata
  • create_rvt_volume(landscape, rvt_path, ...) - Create an RVT volume actor sized to a landscape
  • assign_rvt_to_landscape(landscape, rvt_path) - Assign an RVT asset to a landscape actor

ProjectSettingsService (16 methods)

ProjectSettingsService provides access to project configuration and editor preferences:

  • list_settings_categories() - List all available settings categories
  • list_settings(category) - List settings in a category
  • get_setting(category, setting) - Get current setting value
  • set_setting(category, setting, value) - Modify setting value
  • get_editor_style() - Get editor UI appearance settings (toolbar icons, scale, colors)
  • set_editor_style(property, value) - Modify editor appearance (SmallToolBarIcons, ApplicationScale, etc.)
  • get_project_info() - Get project metadata (name, version, description)
  • set_project_info(property, value) - Update project metadata
  • get_default_maps() - Get editor/game startup map settings
  • set_default_maps(editor_map, game_map) - Configure startup maps

EngineSettingsService (23 methods)

EngineSettingsService controls core engine configuration across multiple domains:

Rendering Settings:

  • get/set_rendering_setting(setting, value) - Configure rendering options
  • list_rendering_settings() - List available rendering settings

Physics Settings:

  • get/set_physics_setting(setting, value) - Configure physics simulation
  • list_physics_settings() - List available physics settings

Audio Settings:

  • get/set_audio_setting(setting, value) - Configure audio system
  • list_audio_settings() - List available audio settings

Console Variables (CVars):

  • get_cvar(name) - Get console variable value
  • set_cvar(name, value) - Set console variable (runtime changes)
  • list_cvars(filter) - Search available console variables

Scalability Settings:

  • get_scalability_level(category) - Get quality level (ViewDistance, AntiAliasing, etc.)
  • set_scalability_level(category, level) - Set quality level (0-4: Low to Epic)
  • get_scalability_settings() - Get all current scalability levels
  • apply_scalability_preset(preset) - Apply preset (Low, Medium, High, Epic, Cinematic)

Garbage Collection:

  • get/set_gc_setting(setting, value) - Configure garbage collection behavior
  • list_gc_settings() - List available GC settings

StateTreeService (71 methods)

StateTreeService provides full programmatic control over StateTree assets: creation, state hierarchy, tasks, evaluators, conditions, transitions, parameters, theme colors, component overrides, property bindings, and compilation.

Discovery & Info:

  • list_state_trees(directory_path) - List all StateTree assets under a content path
  • get_state_tree_info(asset_path) - Get full structural info (states, tasks, transitions, parameters, compile status)
  • get_available_task_types() - List all registered task struct names
  • get_available_evaluator_types() - List all registered evaluator struct names
  • get_available_condition_types() - List all registered condition struct names

Asset Creation:

  • create_state_tree(asset_path, schema_class_name) - Create a new StateTree asset (schema: StateTreeComponentSchema, StateTreeAIComponentSchema, etc.)

State Management:

  • add_state(asset_path, parent_path, state_name, state_type) - Add a state ("State", "Group", "Subtree", "Linked", "LinkedAsset")
  • remove_state(asset_path, state_path) - Remove a state and all its children
  • rename_state(asset_path, state_path, new_name) - Rename a state
  • set_state_enabled(asset_path, state_path, enabled) - Enable or disable a state
  • set_state_description(asset_path, state_path, description) - Set editor description
  • set_state_tag(asset_path, state_path, gameplay_tag) - Set gameplay tag (pass empty to clear)
  • set_state_weight(asset_path, state_path, weight) - Set utility weight for utility-based selection
  • set_state_expanded(asset_path, state_path, expanded) - Expand or collapse in editor tree view
  • set_context_actor_class(asset_path, actor_class_path) - Set ContextActorClass on the schema

State Properties:

  • set_selection_behavior(asset_path, state_path, behavior) - How children are selected (TrySelectChildrenInOrder, TrySelectChildrenAtRandom, etc.)
  • set_tasks_completion(asset_path, state_path, completion) - Task completion mode: "Any" or "All"

Theme Colors:

  • get_theme_colors(asset_path) - List all named theme colors and which states use them
  • set_state_theme_color(asset_path, state_path, color_name, color) - Assign a named color to a state
  • rename_theme_color(asset_path, old_color_name, new_color_name) - Rename a color entry

Parameters:

  • get_root_parameters(asset_path) - Get all root parameters (name, type, default value)
  • add_or_update_root_parameter(asset_path, name, type, default_value) - Add/update a parameter ("Bool", "Int32", "Float", "Double", "String", etc.)
  • add_or_update_root_float_parameter(asset_path, parameter_name, default_value) - Convenience: add/update a float parameter
  • remove_root_parameter(asset_path, name) - Remove a parameter by name
  • rename_root_parameter(asset_path, old_name, new_name) - Rename a parameter

Level Actor Component Overrides:

  • get_component_state_tree_path(actor_name_or_label) - Get the StateTree asset used by a placed actor's StateTreeComponent
  • get_component_parameter_overrides(actor_name_or_label) - Inspect current per-instance parameter override values on a placed actor
  • set_component_parameter_override(actor_name_or_label, parameter_name, value) - Set a per-instance parameter override on a placed actor's StateTreeComponent

Tasks:

  • add_task(asset_path, state_path, task_struct_name) - Add a task by C++ struct name (e.g. "FStateTreeDelayTask")
  • remove_task(asset_path, state_path, task_struct_name, task_match_index) - Remove a task
  • move_task(asset_path, state_path, task_struct_name, task_match_index, new_index) - Reorder a task
  • set_task_enabled(asset_path, state_path, task_struct_name, task_match_index, enabled) - Enable/disable a task
  • set_task_considered_for_completion(asset_path, state_path, task_struct_name, task_match_index, considered) - Whether task counts toward state completion
  • get_task_property_names(asset_path, state_path, task_struct_name, task_match_index) - Discover all editable task properties
  • get_task_property_value(asset_path, state_path, task_struct_name, property_path, task_match_index) - Read a task property value
  • set_task_property_value(asset_path, state_path, task_struct_name, property_path, value, task_match_index) - Set a task property value
  • set_task_property_value_detailed(...) - Set task property with structured result (failure reason + readback value)
  • bind_task_property_to_root_parameter(asset_path, state_path, task_struct_name, task_property_path, parameter_path, task_match_index) - Bind task property to a root parameter
  • bind_task_property_to_context(asset_path, state_path, task_struct_name, task_property_path, context_name, context_property_path, task_match_index) - Bind task property to context data
  • unbind_task_property(asset_path, state_path, task_struct_name, task_property_path, task_match_index) - Remove a task property binding

Evaluators & Global Tasks:

  • add_evaluator(asset_path, evaluator_struct_name) - Add a global evaluator
  • remove_evaluator(asset_path, evaluator_struct_name, match_index) - Remove an evaluator
  • get_evaluator_property_names(asset_path, evaluator_struct_name, match_index) - Get evaluator properties
  • set_evaluator_property_value(asset_path, evaluator_struct_name, property_path, value, match_index) - Set evaluator property
  • add_global_task(asset_path, task_struct_name) - Add a global task
  • remove_global_task(asset_path, task_struct_name, match_index) - Remove a global task
  • get_global_task_property_names(asset_path, task_struct_name, match_index) - Get global task properties
  • set_global_task_property_value(asset_path, task_struct_name, property_path, value, match_index) - Set global task property

Enter Conditions:

  • add_enter_condition(asset_path, state_path, condition_struct_name) - Add an enter condition to a state
  • remove_enter_condition(asset_path, state_path, condition_index) - Remove an enter condition by index
  • set_enter_condition_operand(asset_path, state_path, condition_index, operand) - Set "And" / "Or" / "Copy" operand
  • get_enter_condition_property_names(asset_path, state_path, condition_struct_name, condition_match_index) - Discover condition properties
  • set_enter_condition_property_value(asset_path, state_path, condition_struct_name, property_path, value, condition_match_index) - Set a condition property
  • bind_enter_condition_property_to_context(asset_path, state_path, condition_struct_name, condition_property_path, context_name, context_property_path, condition_match_index) - Bind an enter condition property to context data
  • bind_enter_condition_property_to_root_parameter(asset_path, state_path, condition_struct_name, condition_property_path, parameter_path, condition_match_index) - Bind an enter condition property to a root parameter
  • unbind_enter_condition_property(asset_path, state_path, condition_struct_name, condition_property_path, condition_match_index) - Remove an enter condition property binding

Transitions:

  • add_transition(asset_path, state_path, trigger, transition_type, target_path, priority) - Add a transition ("OnStateCompleted", "GotoState", etc.)
  • update_transition(asset_path, state_path, transition_index, ...) - Modify trigger, type, target, priority, enabled, or delay settings
  • remove_transition(asset_path, state_path, transition_index) - Remove a transition by index
  • move_transition(asset_path, state_path, from_index, to_index) - Reorder a transition

Transition Conditions:

  • add_transition_condition(asset_path, state_path, transition_index, condition_struct_name) - Add a condition to a transition
  • remove_transition_condition(asset_path, state_path, transition_index, condition_index) - Remove a transition condition
  • set_transition_condition_operand(asset_path, state_path, transition_index, condition_index, operand) - Set operand
  • get_transition_condition_property_names(asset_path, state_path, transition_index, condition_struct_name, condition_match_index) - Discover properties
  • get_transition_event_payload_property_names(asset_path, state_path, transition_index) - Discover bindable properties from an OnEvent transition's payload struct
  • set_transition_condition_property_value(asset_path, state_path, transition_index, condition_struct_name, property_path, value, condition_match_index) - Set property
  • bind_transition_condition_property_to_context(asset_path, state_path, transition_index, condition_struct_name, condition_property_path, context_name, context_property_path, condition_match_index) - Bind a transition condition property to context data
  • bind_transition_condition_property_to_event_payload(asset_path, state_path, transition_index, condition_struct_name, condition_property_path, payload_property_path, condition_match_index) - Bind a transition condition property to an event payload property
  • unbind_transition_condition_property(asset_path, state_path, transition_index, condition_struct_name, condition_property_path, condition_match_index) - Remove a transition condition property binding

Compile & Save:

  • compile_state_tree(asset_path) - Compile the asset; returns success flag, errors, and warnings
  • save_state_tree(asset_path) - Save to disk

🔧 Common Workflows

Create Blueprint with Variables

# 1. Create blueprint
path = unreal.BlueprintService.create_blueprint("BP_Player", "Actor", "/Game/Blueprints")

# 2. Add variables
unreal.BlueprintService.add_variable(path, "Health", "Float", "100.0")
unreal.BlueprintService.add_variable(path, "MaxHealth", "Float", "100.0")

# 3. Compile (REQUIRED before adding variable nodes)
unreal.BlueprintService.compile_blueprint(path)

# 4. Save
unreal.EditorAssetLibrary.save_asset(path)

Build Material Graph

# 1. Create material
path = "/Game/Materials/M_Custom"
unreal.MaterialService.create_material("M_Custom", "/Game/Materials")

# 2. Create parameter
param_id = unreal.MaterialNodeService.create_parameter(
    path, "Vector", "BaseColor", "Surface", "", -300, 0
)

# 3. Connect to output
unreal.MaterialNodeService.connect_to_output(path, param_id, "", "BaseColor")

# 4. Compile
unreal.MaterialService.compile_material(path)

Work with DataTables

# 1. Find row struct types
types = unreal.DataTableService.search_row_types("Character")

# 2. Create table
unreal.DataTableService.create_data_table("CharacterStats", "/Game/Data", "DT_Characters")

### Configure Project and Engine Settings

```python
# Configure Editor UI Appearance
unreal.ProjectSettingsService.set_editor_style("SmallToolBarIcons", "true")
unreal.ProjectSettingsService.set_editor_style("ApplicationScale", "1.2")

# Set Project Metadata
unreal.ProjectSettingsService.set_project_info("ProjectName", "My Awesome Game")
unreal.ProjectSettingsService.set_project_info("Description", "An epic adventure")

# Configure Startup Maps
unreal.ProjectSettingsService.set_default_maps(
    editor_map="/Game/Levels/EditorLevel",
    game_map="/Game/Levels/MainMenu"
)

# Configure Rendering Settings
unreal.EngineSettingsService.set_rendering_setting("bDefaultFeatureLevelES31", "true")
unreal.EngineSettingsService.set_rendering_setting("DefaultGraphicsRHI", "DefaultGraphicsRHI_DX12")

# Adjust Graphics Quality via Scalability
unreal.EngineSettingsService.apply_scalability_preset("High")
# Or set individual categories
unreal.EngineSettingsService.set_scalability_level("ViewDistance", 3)  # 0-4: Low to Epic
unreal.EngineSettingsService.set_scalability_level("AntiAliasing", 4)

# Configure Physics Settings
unreal.EngineSettingsService.set_physics_setting("bEnableStabilization", "true")
unreal.EngineSettingsService.set_physics_setting("MaxSubsteps", "6")

# Set Console Variables (CVars) for runtime changes
unreal.EngineSettingsService.set_cvar("r.ScreenPercentage", "100")
unreal.EngineSettingsService.set_cvar("r.Bloom", "1")

# Configure Garbage Collection
unreal.EngineSettingsService.set_gc_setting("gc.MaxObjectsInGame", "2097152")
unreal.EngineSettingsService.set_gc_setting("gc.TimeBetweenPurgingPendingKillObjects", "60.0")

3. Add rows

unreal.DataTableService.add_row("/Game/Data/DT_Characters", "Hero", '{"Name": "Hero", "Health": 100, "Damage": 25}')

4. Query rows

row = unreal.DataTableService.get_row("/Game/Data/DT_Characters", "Hero")


### Build Animation Montage with Multiple Animations

```python
# 1. Create empty montage from skeleton
path = unreal.AnimMontageService.create_empty_montage(
    "/Game/Characters/Mannequin/SK_Mannequin",
    "/Game/Montages",
    "AM_ComboAttack"
)

# 2. Add animation segments sequentially
unreal.AnimMontageService.add_anim_segment(path, 0, "/Game/Animations/Attack1", 0.0)
unreal.AnimMontageService.add_anim_segment(path, 0, "/Game/Animations/Attack2", 1.0)
unreal.AnimMontageService.add_anim_segment(path, 0, "/Game/Animations/Attack3", 2.0)

# 3. Add sections for each attack phase
unreal.AnimMontageService.add_section(path, "Attack1", 0.0)
unreal.AnimMontageService.add_section(path, "Attack2", 1.0)
unreal.AnimMontageService.add_section(path, "Attack3", 2.0)

# 4. Link sections for combo flow
unreal.AnimMontageService.set_next_section(path, "Attack1", "Attack2")
unreal.AnimMontageService.set_next_section(path, "Attack2", "Attack3")

# 5. Add branching points for combo input windows
unreal.AnimMontageService.add_branching_point(path, "ComboWindow1", 0.7)
unreal.AnimMontageService.add_branching_point(path, "ComboWindow2", 1.7)

# 6. Set blend settings
unreal.AnimMontageService.set_blend_in(path, 0.15, "Cubic")
unreal.AnimMontageService.set_blend_out(path, 0.2, "Linear")

# 7. Refresh editor to see changes
unreal.AnimMontageService.refresh_montage_editor(path)

# 8. Save
unreal.EditorAssetLibrary.save_asset(path)

Build Niagara VFX System

# 1. Create system
result = unreal.NiagaraService.create_system("NS_Fire", "/Game/VFX")
path = result.asset_path

# 2. Add emitters
unreal.NiagaraService.add_emitter(path, "minimal", "Flames")
unreal.NiagaraService.add_emitter(path, "minimal", "Smoke")

# 3. Discover ALL editable settings (recommended first step for existing systems)
settings = unreal.NiagaraService.get_all_editable_settings(path)
print(f"Total settings: {settings.total_settings_count}")

# User Parameters (top priority)
for p in settings.user_parameters:
    print(f"[User] {p.setting_path} ({p.value_type}): {p.current_value}")

# System & Emitter script settings
for p in settings.rapid_iteration_parameters:
    if "Color" in p.setting_path:
        print(f"[{p.emitter_name}] {p.setting_path}: {p.current_value}")

# 4. Set parameters (searches User → System scripts → Emitter scripts)
unreal.NiagaraService.set_parameter(path, "User.Color", "(R=1,G=0.5,B=0,A=1)")
unreal.NiagaraService.set_parameter(path, "System.Color", "(R=3,G=0.5,B=0,A=1)")

# 5. Set rapid iteration parameters (emitter-specific)
unreal.NiagaraService.set_rapid_iteration_param(
    path, "Flames", 
    "Constants.Flames.SpawnRate.SpawnRate", 
    "500.0"
)

# 6. Compile and save
unreal.NiagaraService.compile_system(path)
unreal.NiagaraService.save_system(path)

Real-World Terrain to Landscape

# 1. Geocode a place name to get GPS coordinates
# MCP: deep_research(action="geocode", query="Mount Fuji")
# → lat=35.3606, lng=138.7274

# 2. Preview elevation to get suggested settings
# MCP: terrain_data(action="preview_elevation", lng=138.7274, lat=35.3606)
# → suggested_base_level=340, suggested_height_scale=27

# 3. Generate heightmap matching your landscape resolution
# MCP: terrain_data(
#     action="generate_heightmap",
#     lng=138.7274, lat=35.3606,
#     base_level=340, height_scale=27,
#     resolution=1009, format="png"
# )
# → file="C:/Project/Saved/Terrain/heightmap_35.3606_138.7274.png"

# 4. Create landscape and import heightmap
path = unreal.LandscapeService.create_landscape("MtFuji",
    num_components_x=16, num_components_y=16,
    quads_per_section=63, sections_per_component=1)
unreal.LandscapeService.import_heightmap("MtFuji",
    "C:/Project/Saved/Terrain/heightmap_35.3606_138.7274.png")

# 5. Optionally get a satellite reference image
# MCP: terrain_data(action="get_map_image", lng=138.7274, lat=35.3606, style="satellite-v9")

🌐 External IDE Integration

Connect VS Code, Claude Desktop, Cursor, or AntiGravity to control Unreal via MCP.

Enable MCP Server

In Project Settings > Plugins > VibeUE:

SettingDefaultDescription
Enable MCP ServerEnabledToggle HTTP server
Port8088MCP endpoint port
Bearer Token(empty)MCP clients must send this as Authorization: Bearer <token>. Leave empty to allow unauthenticated connections.

Server runs at http://127.0.0.1:8088/mcp

⚠️ VibeUE API Key required: The MCP server validates your VibeUE API Key (set in the AI Chat settings) against vibeue.com at startup. All MCP tool calls will fail with an error until a valid key is configured. Get your free key at vibeue.com/login.

VS Code Configuration

Create .vscode/mcp.json:

{
  "servers": {
    "VibeUE": {
      "type": "http",
      "url": "http://127.0.0.1:8088/mcp",
      "headers": {
        "Authorization": "Bearer YOUR_API_KEY"
      }
    }
  }
}

Claude Desktop / Cursor / AntiGravity

{
  "mcpServers": {
    "VibeUE": {
      "type": "http",
      "url": "http://127.0.0.1:8088/mcp",
      "headers": {
        "Authorization": "Bearer YOUR_API_KEY"
      }
    }
  }
}

Optional: Use the VibeUE Proxy (recommended for persistent setups)

The proxy is optional and runs on http://127.0.0.1:8089/mcp.

Use it when you want:

  • Tool definitions available even while Unreal Editor is closed
  • MCP clients without local Authorization header management
  • AI agent tools (Claude Code, Cursor, Windsurf) that cannot set Authorization headers per-request

1) Set proxy bearer token

Create Plugins/VibeUE/vibeue-proxy.json:

{
  "bearer_token": "YOUR_API_KEY"
}

YOUR_API_KEY must match Project Settings > Plugins > VibeUE > API Key.

2) Start the proxy

# Windows (silent background process — interactive shells / Explorer)
Start-Process -FilePath 'pythonw.exe' -ArgumentList 'Plugins/VibeUE/Content/Python/vibeue-proxy.py' -WindowStyle Hidden

AI agent / headless shells (Claude Code, Cursor, Windsurf): pythonw and start /B fail silently in headless contexts — errors are swallowed and the proxy never starts. Use python directly instead:

# Windows — AI agent / headless shell
python Plugins/VibeUE/Content/Python/vibeue-proxy.py &
# Mac / Linux
python3 Plugins/VibeUE/Content/Python/vibeue-proxy.py &

The proxy survives session close. Once started, it keeps running until the machine restarts or it is killed manually — no need to restart it each AI session.

Optional Windows auto-start: add a shortcut to Plugins/VibeUE/Content/Python/start-vibeue-proxy.bat in shell:startup. The bat kills any existing proxy instance before starting a fresh one, so it is safe to re-run if something goes wrong.

3) Point your MCP client to proxy (no auth header needed)

VS Code .vscode/mcp.json:

{
  "servers": {
    "VibeUE": {
      "type": "http",
      "url": "http://127.0.0.1:8089/mcp"
    }
  }
}

Claude Desktop / Cursor / AntiGravity:

{
  "mcpServers": {
    "VibeUE": {
      "type": "http",
      "url": "http://127.0.0.1:8089/mcp"
    }
  }
}

The proxy injects the token from vibeue-proxy.json when forwarding requests to Unreal.

Verify the proxy is running before wiring up your MCP client:

# Windows
netstat -ano | findstr :8089

# Mac / Linux
lsof -i :8089

A LISTENING result on port 8089 confirms the proxy is up. If nothing appears, check that vibeue-proxy.json exists and Python is on your PATH.


📝 Custom Instructions

Add project-specific context in Plugins/VibeUE/Content/instructions/:

# Project: My Game

## Naming Conventions
- Blueprints: BP_<Type>_<Name>
- Widgets: WBP_<Name>
- Materials: M_<Surface>_<Variant>

All .md files in this directory are automatically concatenated and loaded as AI context.

Dynamic Token Replacement

The system prompt supports dynamic token replacement. When the instructions are loaded, certain tokens are replaced with dynamically generated content:

TokenReplacementSource
{SKILLS}Skills table with names, descriptions, and servicesScanned from Content/Skills/*/skill.md frontmatter

Example usage in vibeue.instructions.md:

## Available Skills

Load skills using `manage_skills(action="load", skill_name="<name>")`:

{SKILLS}

Generated output:

| Skill | Description | Services |
|-------|-------------|----------|
| `blueprints` | Create and modify Blueprint assets... | BlueprintService, AssetDiscoveryService |
| `materials` | Create and edit materials... | MaterialService, MaterialNodeService |
...

This allows the skills list to stay in sync automatically when skills are added, removed, or modified. Each skill's metadata is defined in its skill.md YAML frontmatter:

---
name: blueprints
display_name: Blueprint System
description: Create and modify Blueprint assets, variables, functions, components, and node graphs
vibeue_classes:
  - BlueprintService
  - AssetDiscoveryService
---

🔌 External MCP Servers

Connect additional MCP servers via Config/vibeue.mcp.json:

{
  "servers": {
    "my-tool": {
      "type": "stdio",
      "command": "python",
      "args": ["-m", "my_mcp_tool"]
    }
  }
}

⚠️ Important Rules

Always Discover First

# DON'T guess APIs - discover them
# MCP: discover_python_class("unreal.BlueprintService")

Compile Before Variable Nodes

add_variable(path, "Health", "Float")
compile_blueprint(path)  # REQUIRED!
add_get_variable_node(path, graph, "Health", 0, 0)  # Now works

Use Full Asset Paths

# CORRECT
"/Game/Blueprints/BP_Player"

# WRONG
"BP_Player"

Never Block the Editor

Avoid: modal dialogs, input(), long time.sleep(), infinite loops


📂 Directory Structure

Plugins/VibeUE/
├── Source/VibeUE/
│   ├── Public/PythonAPI/      # Python service headers
│   └── Private/PythonAPI/     # Python service implementations
├── Config/
│   ├── Instructions/          # Custom instruction files
│   └── vibeue.mcp.json        # External MCP servers
├── Content/
│   ├── instructions/          # AI system prompts
│   └── samples/               # Ready-made AI assistant instruction templates
└── VibeUE.uplugin

🤝 Community


📄 License

MIT License — Copyright © 2025 Kevin Buckley / Buckley Builds LLC

This project is open source and freely available under the MIT License. You may use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, subject to the license terms.

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