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by @kevinpbuckley · plugin · 36 skills

Content from kevinpbuckley/VibeUE.

Install the whole plugin (CLI)
npx skillmds add kevinpbuckley/fab npx skillmds add kevinpbuckley/pcg npx skillmds add kevinpbuckley/vibeue npx skillmds add kevinpbuckley/foliage npx skillmds add kevinpbuckley/skeleton npx skillmds add kevinpbuckley/viewport npx skillmds add kevinpbuckley/landscape npx skillmds add kevinpbuckley/materials npx skillmds add kevinpbuckley/profiling npx skillmds add kevinpbuckley/blueprints npx skillmds add kevinpbuckley/frame-rate npx skillmds add kevinpbuckley/metasounds npx skillmds add kevinpbuckley/sound-cues npx skillmds add kevinpbuckley/uv-mapping npx skillmds add kevinpbuckley/enum-struct npx skillmds add kevinpbuckley/pie-testing npx skillmds add kevinpbuckley/state-trees npx skillmds add kevinpbuckley/umg-widgets npx skillmds add kevinpbuckley/animsequence npx skillmds add kevinpbuckley/level-actors npx skillmds add kevinpbuckley/map-blockout npx skillmds add kevinpbuckley/terrain-data npx skillmds add kevinpbuckley/gameplay-tags npx skillmds add kevinpbuckley/behavior-trees npx skillmds add kevinpbuckley/enhanced-input npx skillmds add kevinpbuckley/engine-settings npx skillmds add kevinpbuckley/niagara-systems npx skillmds add kevinpbuckley/asset-management npx skillmds add kevinpbuckley/blueprint-graphs npx skillmds add kevinpbuckley/niagara-emitters npx skillmds add kevinpbuckley/project-settings npx skillmds add kevinpbuckley/animation-editing npx skillmds add kevinpbuckley/animation-montage npx skillmds add kevinpbuckley/animation-blueprint npx skillmds add kevinpbuckley/landscape-materials npx skillmds add kevinpbuckley/landscape-auto-material
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Skills in this plugin

  1. fab · kevinpbuckley
    Search Fab's public free catalog (including Quixel Megascans) and directly import eligible assets without adding them to the account library, or discover/import the signed-in Epic account's owned Fab library. Use for free Fab/Quixel searches, owned-library questions, compatibility checks, and Fab imports. No purchasing or entitlement claiming.
    605
    repo stars
  2. pcg · kevinpbuckley bundle
    Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API). Use when the user asks to build a PCG graph, add PCG nodes (Surface Sampler, Static Mesh Spawner, filters), wire PCG pins, place a PCGVolume and generate, or set up procedural scattering.
    605
    repo stars
  3. vibeue · kevinpbuckley
    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, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's native MCP endpoint.
    605
    repo stars
  4. foliage · kevinpbuckley bundle
    Create foliage types and place/scatter foliage instances on landscapes and meshes (FoliageService). Use when the user asks to add trees/grass/bushes/rocks as foliage, create a foliage type from a mesh, scatter or paint foliage instances, or query/remove foliage on a surface.
    605
    repo stars
  5. skeleton · kevinpbuckley bundle
    Edit skeleton bone transforms/hierarchy, retargeting modes, curve metadata, blend profiles, bone constraints, and learn constraints from animations (VibeUE SkeletonService). Socket CRUD, bone enumeration, physics-asset, and material/LOD inspection are owned by the engine SkeletalMeshTools. Use when the user asks to add/transform bones, set retargeting, manage blend profiles or curves, or set bone constraints. For animation bone edits, also load animation-editing.
    605
    repo stars
  6. viewport · kevinpbuckley bundle
    Control the Unreal Editor level viewport — camera type/position, view mode, FOV, exposure, layout, and rendering settings (ViewportService). Use when the user asks to move the editor camera, change the view mode (Lit/Unlit/Wireframe), set FOV/exposure, switch viewport layout, or frame the level for a screenshot.
    605
    repo stars
  7. landscape · kevinpbuckley bundle
    Create and edit landscape terrain — heightmaps, sculpting, paint layers, terrain analysis, mesh projection, and procedural features like mountains/valleys/craters (LandscapeService). Use when the user asks to create a landscape, sculpt/raise/lower terrain, import or export a heightmap, paint terrain layers, or add procedural terrain features. For terrain materials load landscape-materials; for real-world heightmaps load terrain-data.
    605
    repo stars
  8. materials · kevinpbuckley bundle
    Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a material graph. For landscape materials load landscape-materials.
    605
    repo stars
  9. profiling · kevinpbuckley
    Diagnose frame-rate bottlenecks (CPU vs GPU bound FIRST), control Unreal Insights traces, sample live frame times, and annotate performance captures. Use when FPS is low/bad, the game is slow, or you need to find what is limiting the frame rate.
    605
    repo stars
  10. blueprints · kevinpbuckley bundle
    Create and modify Blueprint assets, variables, functions, components, event dispatchers, and interfaces. Use when the user asks to create a Blueprint/BP, add a variable or component to a Blueprint, make an event dispatcher/delegate, implement a Blueprint interface, or inspect a Blueprint's class/components. For node-level graph wiring, also load blueprint-graphs.
    605
    repo stars
  11. frame-rate · kevinpbuckley bundle
    Diagnose and remove FPS caps so the editor and game run uncapped (or at a target FPS). Use when the user says the editor/game is "locked", "capped", or "stuck" at a frame rate (commonly 60 FPS), asks to "unlock"/"uncap"/"raise" FPS, or wants to set a max FPS. Covers t.MaxFPS, VSync, fixed/smoothed frame rate, and background CPU throttling (EngineSettingsService).
    605
    repo stars
  12. metasounds · kevinpbuckley bundle
    Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio.
    605
    repo stars
  13. sound-cues · kevinpbuckley bundle
    Create and modify SoundCue assets — add/connect nodes (mixer, random, delay, attenuation, modulator, etc.) and set audio properties (SoundCueService). Use when the user asks to create a Sound Cue, build a SoundCue node graph, or wire audio playback logic.
    605
    repo stars
  14. uv-mapping · kevinpbuckley bundle
    Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService). Use when the user asks to check/add/remove UV channels, auto-unwrap UVs, transform (tile/offset/rotate) UVs, check UV health/islands, or export a UV layout image.
    605
    repo stars
  15. enum-struct · kevinpbuckley bundle
    Create, modify, and introspect UserDefinedEnums and UserDefinedStructs (EnumStructService). Use when the user asks to create a Blueprint enum or struct, add enum values or struct members, or inspect an enum/struct's fields. Useful for defining a DataTable row struct.
    605
    repo stars
  16. pie-testing · kevinpbuckley bundle
    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/stop the game", or otherwise needs a live game world to validate changes.
    605
    repo stars
  17. state-trees · kevinpbuckley bundle
    Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService). Use when the user asks to build a StateTree, add states/tasks/transitions, bind task properties, set up Utility AI considerations, or wire StateTree delegate transitions.
    605
    repo stars
  18. umg-widgets · kevinpbuckley bundle
    Create and modify UMG Widget Blueprints (UI) — build the widget hierarchy, set properties, style fonts/brushes, author widget animations, bind events, capture previews, run PIE checks, and wire MVVM ViewModels. Use when the user asks to create a UI/HUD/menu, add or arrange widgets (Button, TextBlock, Image, panels), style or animate a widget, or set up data bindings in a Widget Blueprint (WBP).
    605
    repo stars
  19. animsequence · kevinpbuckley bundle
    Create and edit AnimSequence keyframes and tracks — add/remove keyframes, set bone tracks, query sequence info, and bake edits (AnimSequenceService). Use when the user asks to create a new animation sequence, add keyframes/tracks, or edit raw animation data. For constraint-aware bone posing, also load animation-editing.
    605
    repo stars
  20. level-actors · kevinpbuckley bundle
    List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.
    605
    repo stars
  21. map-blockout · kevinpbuckley bundle
    Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into engine geometry. Use when the user asks to block out or lay out an open-world/FPS map, place roads/POIs/forests/railways procedurally, or turn a blockout plan into splines, paint layers, foliage, and actors.
    605
    repo stars
  22. terrain-data · kevinpbuckley
    Generate heightmaps, map reference images, and water feature splines (rivers, lakes, oceans) from real-world geographic data (terrain_data tool). Use when the user asks to build terrain from a real location/coordinates, download a real-world heightmap, or add rivers/lakes/oceans from map data. Downloads Mapbox tiles server-side and produces UE5-compatible heightmaps + landscape splines.
    605
    repo stars
  23. gameplay-tags · kevinpbuckley bundle
    Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).
    605
    repo stars
  24. behavior-trees · kevinpbuckley
    Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and validation (BehaviorTreeService + BlackboardService). Use when the user asks to build a Behavior Tree, add BT nodes or decorators, bind blackboard keys, author a blackboard, or validate/repair a BT asset.
    605
    repo stars
  25. enhanced-input · kevinpbuckley bundle
    Create and configure Enhanced Input — Input Actions, Mapping Contexts, key mappings, triggers, and modifiers (InputService). Use when the user asks to set up player input, create an Input Action (IA_) or Input Mapping Context (IMC_), bind keys to actions, or configure input triggers/modifiers.
    605
    repo stars
  26. engine-settings · kevinpbuckley bundle
    Configure Unreal Engine core settings — rendering, physics, audio, garbage collection, console variables (cvars), and scalability levels (EngineSettingsService). Use when the user asks to change engine/rendering settings, set a console variable (r.*, etc.), adjust scalability/quality levels, or read engine config categories.
    605
    repo stars
  27. niagara-systems · kevinpbuckley bundle
    Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). System/emitter/parameter CRUD is owned by the engine NiagaraToolsets. Use when the user asks to tune emitter rapid-iteration params, compare/diagnose systems, or build scratch-pad/Custom HLSL modules. For emitter color/module work, load niagara-emitters.
    605
    repo stars
  28. asset-management · kevinpbuckley bundle
    Import/export textures crash-safely, query the Content Browser selection, and check if an asset is open (AssetDiscoveryService). Search, load, save, move, rename, duplicate, and delete assets are handled by Unreal's native AssetTools toolset or EditorAssetLibrary. Use when the user asks to import an image from disk, export a texture, query the Content Browser selection, or check whether an asset is open in an editor.
    605
    repo stars
  29. blueprint-graphs · kevinpbuckley bundle
    Add, connect, and configure nodes in Blueprint event graphs and function graphs — function-call/event/branch/timer/custom-event/delegate nodes, Standard Macro nodes (ForEachLoop/ForLoop/WhileLoop/DoOnce/Gate/IsValid/FlipFlop via add_macro_instance_node), macro-graph creation, pin wiring, node layout, arrays, comment boxes, and the batch build_graph API. Use when the user asks to wire up Blueprint logic, add or connect nodes, add a loop/macro node, build an event graph, set up a timer/delay, broadcast a delegate, or lay out an existing graph.
    605
    repo stars
  30. niagara-emitters · kevinpbuckley bundle
    Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService + NiagaraScratchPadService). Module/renderer CRUD is owned by the engine NiagaraToolsets. Use when the user asks to recolor or hue-shift particles, edit color curves, tune emitter params, or build a scratch-pad/Custom HLSL module. For system-level lifecycle, load niagara-systems.
    605
    repo stars
  31. project-settings · kevinpbuckley bundle
    Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService). Use when the user asks to change a project setting or editor preference, configure a UDeveloperSettings category, or read/write project config values.
    605
    repo stars
  32. animation-editing · kevinpbuckley bundle
    Preview, validate, and bake bone-rotation edits on AnimSequences with constraint awareness and retarget safety. Use when the user asks to edit/pose/adjust an animation's bones, raise an arm, create a swing/wave/dance/pose, mirror or copy a pose, set joint limits, or learn bone constraints. Load together with animsequence (keyframes) and skeleton (structure).
    605
    repo stars
  33. animation-montage · kevinpbuckley bundle
    Create and manipulate Animation Montages — sections, slots, segments, branching points, notifies, and blend settings (AnimMontageService). Use when the user asks to create a montage (from an animation or empty), add or link montage sections, set up slots/segments, add branching points, or adjust montage blend timing.
    605
    repo stars
  34. animation-blueprint · kevinpbuckley bundle
    Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService). Use when the user asks to create or edit an Animation Blueprint/AnimBP, add a state machine or states, wire transitions between states, set a state's animation, or inspect AnimGraph structure.
    605
    repo stars
  35. landscape-materials · kevinpbuckley bundle
    Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService). Use when the user asks to build a landscape/terrain material, set up paint layers (grass/rock/dirt), create layer info objects, add a grass output, or assign a material to a landscape. For production master-material+RVT systems, load landscape-auto-material.
    605
    repo stars
  36. landscape-auto-material · kevinpbuckley bundle
    Create production-quality landscape materials with the master-material + material-function + material-instance paradigm, RVT, and auto-layering. Use when the user asks for an auto/procedural landscape material, slope/altitude/distance-based layer blending, Runtime Virtual Textures, biome configuration via instances, or layer material functions. For basic layer-blend materials load landscape-materials.
    605
    repo stars