Content
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-materialSkills in this plugin
- ▌ fab · kevinpbuckleySearch 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.
- ▌ pcg · kevinpbuckley bundleCreate, 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.
- ▌ vibeue · kevinpbuckleyUnreal 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.
- ▌ foliage · kevinpbuckley bundleCreate 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.
- ▌ skeleton · kevinpbuckley bundleEdit 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.
- ▌ viewport · kevinpbuckley bundleControl 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.
- ▌ landscape · kevinpbuckley bundleCreate 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.
- ▌ materials · kevinpbuckley bundleCreate 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.
- ▌ profiling · kevinpbuckleyDiagnose 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.
- ▌ blueprints · kevinpbuckley bundleCreate 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.
- ▌ frame-rate · kevinpbuckley bundleDiagnose 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).
- ▌ metasounds · kevinpbuckley bundleCreate 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.
- ▌ sound-cues · kevinpbuckley bundleCreate 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.
- ▌ uv-mapping · kevinpbuckley bundleInspect, 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.
- ▌ enum-struct · kevinpbuckley bundleCreate, 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.
- ▌ pie-testing · kevinpbuckley bundleStart, 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.
- ▌ state-trees · kevinpbuckley bundleCreate, 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.
- ▌ umg-widgets · kevinpbuckley bundleCreate 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).
- ▌ animsequence · kevinpbuckley bundleCreate 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.
- ▌ level-actors · kevinpbuckley bundleList, 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.
- ▌ map-blockout · kevinpbuckley bundleProcedurally 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.
- ▌ terrain-data · kevinpbuckleyGenerate 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.
- ▌ gameplay-tags · kevinpbuckley bundleCreate, 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).
- ▌ behavior-trees · kevinpbuckleyCreate, 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.
- ▌ enhanced-input · kevinpbuckley bundleCreate 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.
- ▌ engine-settings · kevinpbuckley bundleConfigure 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.
- ▌ niagara-systems · kevinpbuckley bundleRapid-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.
- ▌ asset-management · kevinpbuckley bundleImport/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.
- ▌ blueprint-graphs · kevinpbuckley bundleAdd, 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.
- ▌ niagara-emitters · kevinpbuckley bundleNiagara 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.
- ▌ project-settings · kevinpbuckley bundleConfigure 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.
- ▌ animation-editing · kevinpbuckley bundlePreview, 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).
- ▌ animation-montage · kevinpbuckley bundleCreate 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.
- ▌ animation-blueprint · kevinpbuckley bundleNavigate, 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.
- ▌ landscape-materials · kevinpbuckley bundleCreate 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.
- ▌ landscape-auto-material · kevinpbuckley bundleCreate 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.