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kevinpbuckley/VibeUE
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| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 1 | Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop. | kevinpbuckley/ | 730 | — | ~1.3k | Automated safety check: Pass | MIT | 3 days ago |
| 2 | Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings. | kevinpbuckley/ | 730 | — | ~3.6k | Automated safety check: Pass | MIT | 3 days ago |
| 3 | Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling. | kevinpbuckley/ | 730 | — | ~3.2k | Automated safety check: Pass | MIT | 3 days ago |
| 4 | Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes. | kevinpbuckley/ | 730 | — | ~6.5k | Automated safety check: Pass | MIT | 3 days ago |
| 5 | Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset. | kevinpbuckley/ | 730 | — | ~1.3k | Automated safety check: Pass | MIT | 3 days ago |
| 6 | Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers. | kevinpbuckley/ | 730 | — | ~2.4k | Automated safety check: Pass | MIT | 3 days ago |
| 7 | Creates, edits and inspects Unreal Engine UserDefinedEnums and UserDefinedStructs through Python, including adding values or members and reading internal versus display names. | kevinpbuckley/ | 730 | — | ~2.3k | Automated safety check: Pass | MIT | 3 days ago |
| 8 | Creates Unreal Engine foliage types and scatters or places foliage instances on landscapes and meshes through FoliageService, with seeded, reproducible layouts. | kevinpbuckley/ | 730 | — | ~3.2k | Automated safety check: Pass | MIT | 3 days ago |
| 9 | Finds and clears the five independent settings that cap the Unreal editor or game frame rate, so it runs uncapped or at a chosen target FPS. | kevinpbuckley/ | 730 | — | ~1.2k | Automated safety check: Pass | MIT | 3 days ago |
| 10 | Registers and queries Unreal Engine Gameplay Tags from the editor through VibeUE, including bulk registration and hierarchy lookups, with no restart needed. | kevinpbuckley/ | 730 | — | ~2.3k | Automated safety check: Pass | MIT | 3 days ago |
| 11 | Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService). | kevinpbuckley/ | 730 | — | ~1.6k | Automated safety check: Pass | MIT | 3 days ago |
| 12 | 12.Materials Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). | kevinpbuckley/ | 730 | — | ~5.3k | Automated safety check: Pass | MIT | 3 days ago |
| 13 | 13.Metasounds Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). | kevinpbuckley/ | 730 | — | ~5.1k | Automated safety check: Pass | MIT | 3 days ago |
| 14 | Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService +… | kevinpbuckley/ | 730 | — | ~2k | Automated safety check: Pass | MIT | 3 days ago |
| 15 | Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). | kevinpbuckley/ | 730 | — | ~2.8k | Automated safety check: Pass | MIT | 3 days ago |
| 16 | 16.Pcg Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API). | kevinpbuckley/ | 730 | — | ~1.7k | Automated safety check: Pass | MIT | 3 days ago |
| 17 | Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService). | kevinpbuckley/ | 730 | — | ~3.1k | Automated safety check: Pass | MIT | 3 days ago |
| 18 | 18.Skeleton Edit skeleton bone transforms/hierarchy, retargeting modes, curve metadata, blend profiles, bone constraints, and learn constraints from animations (VibeUE SkeletonService). | kevinpbuckley/ | 730 | — | ~4.4k | Automated safety check: Pass | MIT | 3 days ago |
| 19 | 19.Sound Cues Create and modify SoundCue assets — add/connect nodes (mixer, random, delay, attenuation, modulator, etc.) and set audio properties (SoundCueService). | kevinpbuckley/ | 730 | — | ~2.8k | Automated safety check: Pass | MIT | 3 days ago |
| 20 | 20.Umg Widgets 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… | kevinpbuckley/ | 730 | — | ~4.1k | Automated safety check: Pass | MIT | 3 days ago |
| 21 | 21.Uv Mapping Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService). | kevinpbuckley/ | 730 | — | ~4.8k | Automated safety check: Pass | MIT | 3 days ago |
| 22 | 22.Viewport Control the Unreal Editor level viewport — camera type/position, view mode, FOV, exposure, layout, and rendering settings (ViewportService). | kevinpbuckley/ | 730 | — | ~3.9k | Automated safety check: Pass | MIT | 3 days ago |
| 23 | Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService). | kevinpbuckley/ | 730 | — | ~5.4k | Automated safety check: Pass | MIT | 3 days ago |
| 24 | Add, connect, and configure nodes in Blueprint event graphs and function graphs — function-call/event/branch/timer/custom-event/delegate nodes, Standard Macro nodes… | kevinpbuckley/ | 730 | — | ~12k | Automated safety check: Pass | MIT | 3 days ago |
| 25 | 25.Blueprints Create and modify Blueprint assets, variables, functions, components, event dispatchers, and interfaces. | kevinpbuckley/ | 730 | — | ~7.7k | Automated safety check: Pass | MIT | 3 days ago |
| 26 | 26.Landscape Create and edit landscape terrain — heightmaps, sculpting, paint layers, terrain analysis, mesh projection, and procedural features like mountains/valleys/craters (LandscapeService). | kevinpbuckley/ | 730 | — | ~7k | Automated safety check: Pass | MIT | 3 days ago |
| 27 | 27.Level Actors List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). | kevinpbuckley/ | 730 | — | ~6.4k | Automated safety check: Pass | MIT | 3 days ago |
| 28 | 28.Pie Testing Start, stop, and query Play-In-Editor (PIE) sessions for runtime testing of Blueprints, gameplay logic, widgets, AI, and any in-game behavior. | kevinpbuckley/ | 730 | — | ~5.6k | Automated safety check: Pass | MIT | 3 days ago |
| 29 | 29.State Trees Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService). | kevinpbuckley/ | 730 | — | ~6.4k | Automated safety check: Pass | MIT | 3 days ago |
| 30 | 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… | kevinpbuckley/ | 730 | — | ~1.9k | Automated safety check: Pass | MIT | 3 days ago |
| 31 | Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture… | kevinpbuckley/ | 730 | — | ~2.4k | Automated safety check: Pass | MIT | 3 days ago |
| 32 | 32.Gas Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with… | kevinpbuckley/ | 730 | — | ~1.8k | Automated safety check: Pass | MIT | 3 days ago |
| 33 | Create production-quality landscape materials with the master-material + material-function + material-instance paradigm, RVT, and auto-layering. | kevinpbuckley/ | 730 | — | ~2.4k | Automated safety check: Pass | MIT | 3 days ago |
| 34 | 34.Map Blockout 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… | kevinpbuckley/ | 730 | — | ~1.9k | Automated safety check: Pass | MIT | 3 days ago |
| 35 | 35.Profiling Diagnose frame-rate bottlenecks (CPU vs GPU bound FIRST), control Unreal Insights traces, sample live frame times, and annotate performance captures. | kevinpbuckley/ | 730 | — | ~4.5k | Automated safety check: Pass | MIT | 3 days ago |
| 36 | 36.Terrain Data Generate heightmaps, map reference images, and water feature splines (rivers, lakes, oceans) from real-world geographic data (terraindata tool). | kevinpbuckley/ | 730 | — | ~3.8k | Automated safety check: Pass | MIT | 3 days ago |
| 37 | 37.Vibeue Unreal Engine 5 development using the VibeUE Python API. An agent skill from kevinpbuckley/VibeUE. | kevinpbuckley/ | 730 | — | ~5.2k | Automated safety check: Pass | MIT | 3 days ago |
| 38 | Plan, dry-run, apply, verify, roll back, and resume explicit bounded batches for Blueprint interface migration, metadata hygiene, asset naming/organization, and unused-asset cleanup preparation. | kevinpbuckley/ | 730 | — | ~978 | Automated safety check: Pass | MIT | 3 days ago |
| 39 | 39.Fab 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… | kevinpbuckley/ | 730 | — | ~1.3k | Automated safety check: Pass | MIT | 3 days ago |