
Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a VibeUE-generated landscape, validate it through gated checks, and materialize the plan into real engine geometry (splines, paint layers, foliage, actors).
Configure Niagara emitter internals - modules, renderers, rapid iteration parameters, graph positioning, and scratch-pad authoring (Custom HLSL + node graph)
Create and manage Niagara particle systems - system lifecycle, adding/copying emitters, user parameters, system script settings, scratch-pad authoring
Search, find, open, move, duplicate, save, delete, import, and export assets
Create and modify Blueprint assets, variables, functions, and components
Add, connect, and configure nodes in Blueprint event graphs and function graphs
Navigate, inspect AND author Animation Blueprints, state machines, states, transitions and transition rules
Create, inspect, and edit StateTree assets for AI behavior, game logic, and character state machines
Preview, validate, bake, and manipulate animation sequences with constraint-aware bone editing
Inspect, generate, transform, and visualize UV channels on StaticMesh assets via UVMappingService
Create and edit landscape terrain, heightmaps, sculpting, paint layers, terrain analysis, mesh projection, and procedural terrain features using LandscapeService
Create production-quality landscape materials using the master material + material function + material instance paradigm. Covers Runtime Virtual Textures, auto-layering (slope/altitude/distance blending), layer functions, and configuring biomes through material instances.
Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, data tables, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. Requires the VibeUE MCP server to be connected.
Create and edit materials and material instances using MaterialService and MaterialNodeService
Start, stop, and query Play-In-Editor (PIE) sessions for runtime testing of Blueprints, gameplay logic, widgets, AI, and any in-game behavior. Use when the user asks you to "play", "test", "run", "PIE", "start the game", "stop the game", or otherwise needs a live game world to validate changes.
Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire up procedural generation graphs
Create and modify Widget Blueprints for user interface elements, including MVVM ViewModel support
Generate heightmaps, map reference images, and water feature splines (rivers, lakes, oceans) from real-world geographic data. Downloads Mapbox tiles server-side and produces UE5-compatible heightmaps plus landscape splines for water bodies.
Create landscape materials with layer blending, texture setup, and layer info objects using LandscapeMaterialService
Create and configure Input Actions, Mapping Contexts, triggers, and modifiers
Create, modify, and introspect UserDefinedEnums and UserDefinedStructs
Place and manage foliage instances on landscapes using FoliageService
Create, list, remove, and rename Gameplay Tags via the editor module with runtime registration
Create and modify MetaSound Source assets — add nodes, wire pins, set defaults, play sounds procedurally
Configure Unreal Engine project settings AND editor preferences including UI appearance, toolbar icons, scale, colors, and all UDeveloperSettings subclasses
Create and modify SoundCue assets — add nodes, connect them, set audio properties
Control the Unreal Editor level viewport - camera type, view mode, FOV, exposure, layout, camera position, and rendering settings
Manipulate skeletons, bones, sockets, retargeting, curve metadata, blend profiles, and bone constraints
Capture screenshots of the editor window, viewports, and blueprints for AI vision analysis
Create and modify Primary Data Assets with property management
Create and modify Data Tables with row management
Create and manipulate animation montages with sections, slots, segments, branching points, and blend settings
Configure Unreal Engine core settings including rendering, physics, audio, garbage collection, console variables (cvars), and scalability levels
Manipulate actors in the current level using editor subsystems
Preview, validate, and bake bone rotation edits with constraint awareness and retarget safety