kevinpbuckley/VibeUE

View on GitHub ↗

Unreal Engine Vibe Coding tool

603 ★132 forksC++Updated 1mo ago

What you need to know

MCP Expansion + AI Editor Toolset for Unreal Engine 5.8+ that plugs into Unreal's built-in MCP server and ToolsetRegistry, adding deep editor capabilities (terrain/world, audio, animation, Niagara, UMG, StateTree, gameplay tags, performance/profiling) and ~34 rich AgentSkill packs served through Unreal's native AgentSkill system.

Install

cd /path/to/YourProject/Plugins && git clone https://github.com/kevinpbuckley/VibeUE.git
Build: Plugins/VibeUE/BuildAndLaunchGame.ps1 (Windows); Plugins/VibeUE/BuildAndLaunchGame.sh --engine /path/to/UE5 (Linux/macOS)
Then Edit → Plugins → enable VibeUE and restart the editor

Usage

  • •FIRST: enable Unreal's native MCP — Unreal MCP plugin (auto-enables Toolset Registry) + Editor Tools plugin, then Auto Start Server (default endpoint http://127.0.0.1:8000/mcp)
  • •Generate the agent config: ModelContextProtocol.GenerateClientConfig ClaudeCode (supports ClaudeCode, Cursor, VSCode, Gemini, Codex, or All)
  • •Generate VibeUE's agent guide: VibeUE.GenerateAgentConfig ClaudeCode (writes CLAUDE.md / GEMINI.md / AGENTS.md / copilot-instructions.md)
  • •For agents: batch work with execute_python_code, discover signatures via discover_python_class('unreal.<Name>Service'), and lazy-load skills via call_tool(ListSkills/GetSkills)

Key features

  • ✓Terrain & world: Landscape sculpting/heightmaps/splines, auto-materials + RVT, Foliage, procedural FPS Map Blockout, and real-world terrain (heightmaps + water from GPS)
  • ✓Flagship Performance & Profiling: frame_timing() with CPU-vs-GPU-bound verdict, Unreal Insights capture (start_trace/stop_trace/bookmark/regions), analyse() perf summary, and standalone-build profiling
  • ✓Audio (MetaSound, SoundCue), animation assets (AnimSequence, AnimMontage, AnimBP, Skeleton), FX depth (Niagara, Custom-HLSL), UMG widgets with MVVM bindings
  • ✓Higher-order Blueprint authoring (timelines, event dispatchers, delegates, batch build_graph) and TransactionService editor-safety (undo/redo/checkpoints)
  • ✓Python-first access to the full unreal.* API, web research (search/fetch/geocode), and ~34 lazy-loaded AgentSkill packs

Best for

AI-driven Unreal Engine 5.8+ development where agents need deep editor access — especially performance/frame-rate diagnosis and terrain workflows — that Unreal's native toolsets don't cover.

Caveats

  • ⚠Requires Unreal Engine 5.8+ and Unreal's native MCP must be set up first (Unreal MCP + Editor Tools plugins, server started); Unreal MCP/Toolset are Experimental
  • ⚠A free API key (Editor Preferences → Plugins → VibeUE) is required to unlock the real-world terrain tools; everything else works without one
  • ⚠MCP server is loopback-only with no authentication — same-machine use only (per Epic's docs)
  • ⚠Build/launch scripts are PowerShell (Windows) or shell script (Linux/macOS); Git required
Platforms: Windows · Linux · macOSClients: Claude Code · Cursor · Copilot · VSCode · Gemini · Codex · Hermes
Documentation ↗

Reviewed 2026-08-07

Topics

aiai-toolsautomationblueprintclaudecopilotcursorgame-developmentgamedevlandscapemcpmcp-servermodel-context-protocolniagaraopen-sourcepythonue5unreal-engineunreal-engine-pluginvibe-coding
Stars
603★
Forks
132
Language
C++
License
MIT
Created
2025-09-12
Last push
2026-08-17