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Unreal Engine Vibe Coding tool
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正在加载完整 README。 以下为已保存的摘录。
🧩 MCP Expansion + AI Editor Toolset for Unreal Engine 5.8+
VibeUE is the MCP Expansion + AI Editor Toolset for Unreal Engine 5.8+.查看完整 README ↗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.
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:
build_graph builder.TransactionService wraps 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.WorkflowService adds 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.unreal.* Python in the editor and introspect the whole API.It deliberately does not duplicate the engine's general tools (basic asset/actor/blueprint/material CRUD, screenshots, logs, PIE) — agents use Unreal's native toolsets for those.
Unreal's native AI toolsets have zero performance tooling — they can start PIE/Simulate but can't
measure anything. VibeUE's PerformanceService fills that gap so an agent can actually diagnose and
fix frame rate:
frame_timing() — Game/Render/GPU/RHI thread split + a CPU-vs-GPU-bound verdict and a
concrete next-step hint. Run this first — optimising the GPU does nothing on a CPU-bound frame.start_trace / stop_trace / get_trace_status, with bookmark
and region_start / region_end markers.analyse() — reads the trace and log back and returns a perf summary (frame stats, worst
frames, hitches, notable log lines).start_standalone — profile a representative standalone build, not just the
editor viewport.import unreal
print(unreal.PerformanceService.frame_timing()) # CPU vs GPU bound — diagnose FIRST
unreal.PerformanceService.start_trace("cap", "") # Insights trace
# … reproduce the workload (ideally under PIE / standalone) …
unreal.PerformanceService.stop_trace()
print(unreal.PerformanceService.analyse("both", ""))
Pair with the profiling and frame-rate skills for the full CPU/GPU drill-down.
VibeUE plugs into three native UE 5.8+ systems:
以上为 README 的开头部分。其余内容请阅读原文。 查看完整 README ↗