The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.
Install
git clone https://github.com/kevinpbuckley/VibeUEInstall command taken from the project's README or registry entry. Always review code before running it.
README excerpt
Read full README on GitHub →VibeUE — AI-Powered Unreal Engine Development
🧩 MCP Expansion + AI Editor Toolset for Unreal Engine 5.8+
VibeUE is the MCP Expansion + AI Editor Toolset for Unreal Engine 5.8+. Unreal 5.8 added a
built-in MCP server and AI toolsets; VibeUE is an MCP Expansion that plugs straight into them and
adds a deep AI Editor Toolset — a library of editor capabilities — Blueprints, materials, landscape, foliage, animation, Niagara, UMG, audio, StateTree,
Behavior Trees & Blackboards, gameplay tags, input, UVs, performance/profiling, and more — registered into the engine's own
ToolsetRegistry and ModelContextProtocol server, plus rich domain skills served through
Unreal's native AgentSkill system. Any MCP-capable agent (Claude Code, Cursor, Copilot, …) drives
your editor through Unreal's standard MCP endpoint.
⚠️ VibeUE requires Unreal's native MCP to be set up first — enable the Unreal MCP plugin (which auto-enables Toolset Registry) and the Editor Tools plugin, then start the MCP server. Follow Epic's guide: Unreal MCP in the Unreal Editor. VibeUE then expands that endpoint — no separate server and no in-editor chat. A free API key (set in Editor Preferences → Plugins → VibeUE) unlocks the real-world terrain tools; everything else works without one.
✨ What VibeUE adds
Unreal 5.8 ships its own AI toolsets (Blueprints, materials, actors, assets, meshes, data tables, …). VibeUE complements them — it focuses on the domains and depth the engine doesn't cover:
- Terrain & world — Landscape sculpting/heightmaps/splines, landscape auto-materials + RVT, Foliage, procedural FPS Map Blockout, and real-world terrain (heightmaps + water from GPS).
- Audio — MetaSound and SoundCue graph authoring.
- Animation assets — AnimSequence keyframe editing, AnimMontage authoring, AnimBP state machines, Skeleton bone/socket/retarget/blend-profile editing.
- FX depth — Niagara emitter color/curve authoring and Custom-HLSL scratch-pad modules.
- UI — UMG widgets with MVVM bindings, animation authoring, and preview/PIE validation.
- Higher-order Blueprint authoring — timelines, event dispatchers, delegates, custom-event pins,
comment boxes, and a batch
build_graphbuilder. - AI behavior authoring — Behavior Tree node/decorator/service editing by structural path with blackboard key binding, JSON tree round-trips, and validate/repair; full Blackboard asset + key CRUD. Writes go through the editor EdGraph with PIE- and open-editor-aware refusal guards.
- Editor safety —
TransactionServicewraps the editor's transaction buffer (undo / redo / checkpoints) so an agent can group and roll back its own edits — the engine's toolsets expose none. - Verified workflows —
WorkflowServiceadds an authoritative engine/build manifest, durable task journals with affected-asset provenance, asynchronous PIE scenarios (compile → input → assertion → capture → guaranteed teardown), and dry-run-first resumable bulk maintenance. - ⚡ Performance & profiling — VibeUE's standout: see the dedicated section below.
- Python-first access — run any
unreal.*Python in the editor and introspect the whole API. - Web research — search / fetch / geocode for in-context research and terrain workflows.
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