Content/Skills/vibeue/SKILL.md
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.
npx skillsauth add kevinpbuckley/vibeue vibeueInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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VibeUE exposes its own skills system via MCP. Use it instead of this file for all tasks.
manage_skills(action="list")
Always load the relevant skill before writing any code. The skill contains exact API patterns and gotchas — without it you will guess wrong property names and spiral into discovery loops.
| Task | Load this skill |
|---|---|
| Blueprints | blueprints |
| PCG / procedural generation / scatter | pcg |
| Materials | materials |
| State Trees | state-trees |
| Play / test / run / PIE | pie-testing |
manage_skills(action="load", skill_name="pcg")
manage_skills(action="load", skill_name="blueprints")
manage_skills(action="load", skill_name="materials")
The loaded skill returns:
content — workflows, gotchas, and property formats for the domainvibeue_classes / unreal_classes — class names to feed into discover_python_class('unreal.<ClassName>', method_filter='<keyword>') to get live method signaturesCOMMON_MISTAKES — extracted "common mistakes" section (when the skill has one)available_sections — sibling sub-docs you can load via skill_name="<skill>/<section>" for deeper reference materialAlways call discover_python_class on the classes in vibeue_classes before writing code — never guess method names from the skill content alone.
testing
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).
tools
Create and manage Niagara particle systems - system lifecycle, adding/copying emitters, user parameters, system script settings, scratch-pad authoring
development
Configure Niagara emitter internals - modules, renderers, rapid iteration parameters, graph positioning, and scratch-pad authoring (Custom HLSL + node graph)
tools
Create and modify Blueprint assets, variables, functions, and components