Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.
$ npx skills add kevinpbuckley/VibeUE --skill animation-editing -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE animation-editing --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/animation-editing .claude/skills/animation-editing && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "animation-editing" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/animation-editing into .claude/skills/animation-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animation-editing", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/animation-editingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add kevinpbuckley/VibeUE --skill animation-editing -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE animation-editing --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Content/Skills/animation-editing .agents/skills/animation-editing && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "animation-editing" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/animation-editing into .agents/skills/animation-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animation-editing", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add kevinpbuckley/VibeUE --skill animation-editing -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE animation-editing --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Content/Skills/animation-editing .cursor/skills/animation-editing && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "animation-editing" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/animation-editing into .cursor/skills/animation-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animation-editing", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/kevinpbuckley/VibeUE.git --path Content/Skills/animation-editing--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add kevinpbuckley/VibeUE --skill animation-editing -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE animation-editing --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Content/Skills/animation-editing .gemini/skills/animation-editing && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "animation-editing" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/animation-editing into .gemini/skills/animation-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animation-editing", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install kevinpbuckley/VibeUE animation-editingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add kevinpbuckley/VibeUE --skill animation-editing -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .github/skills && cp -r skills-src/Content/Skills/animation-editing .github/skills/animation-editing && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "animation-editing" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/animation-editing into .github/skills/animation-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animation-editing", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add kevinpbuckley/VibeUE --skill animation-editing -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install kevinpbuckley/VibeUE animation-editing --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Content/Skills/animation-editing .opencode/skills/animation-editing && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "animation-editing" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/animation-editing into .opencode/skills/animation-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animation-editing", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
animation-editingPreviews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.
Every bone rotation must state its coordinate space, defaulting to local, relative to the parent bone, for ordinary edits, with component space for cross-bone coordination and world space used rarely. Edits always go through preview_bone_rotation, then validate_pose against a learned constraint profile, before baking, so nothing is edited blind. A skeleton profile must exist first, built with create_skeleton_profile and, if it has no learned constraints yet, learn_from_animations, because without a profile there is nothing to validate a pose against.
Discovery of skeletons and animations uses metadata-only service calls such as list_skeletons and find_animations_for_skeleton rather than loading assets in a loop, which the skill warns can crash the editor. It names companion skills for keyframe creation, skeleton structure and animation state machines, and an optional external best-practices tool that is only called when it is actually present in the session, never assumed.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 5 files in scripts/, which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unreal Animation Bone Editor loads about 1.3k tokens when it runs. Until then it costs about 95 tokens; SKILL.md has 355 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 355 words, ~1,280 tokens.
.claude/skills/animation-editing/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "animation-system"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Covers the profile → preview → validate → bake workflow for safe bone edits with correct bone-space handling and constraint validation.
Load companion skills:
animsequence(basic keyframe creation),skeleton(structure, retargeting),animation-blueprint(state machines / AnimGraph). Skills load via the engine'sAgentSkillToolset(ListSkills/GetSkills) — there is novibeue-skills-managertool. Run the VibeUE services below withexecute_python_code(unreal.<Service>.<method>()).
🛡️ Safe discovery — never
unreal.load_asset()in loops (memory crash 0xC0000005). UseSkeletonService.list_skeletons(path),AnimSequenceService.find_animations_for_skeleton(skeleton),AnimSequenceService.list_anim_sequences(path, skeleton_filter)— they query metadata without loading.
Every bone rotation must state its coordinate space. Default to "local" for user intent.
| Space | Relative to | Use for |
|---|---|---|
"local" | parent bone | most edits (default) |
"component" | mesh root | cross-bone coordination |
"world" | world | rarely |
unreal.AnimSequenceService.preview_bone_rotation(path, "upperarm_r", unreal.Rotator(0, 30, 0), "local", 0)ass = unreal.AnimSequenceService
ass.preview_bone_rotation(anim_path, "upperarm_r", unreal.Rotator(0, 45, 0), "local", 0)
v = ass.validate_pose(anim_path, True) # True = learned constraints
if v.is_valid:
ass.bake_preview_to_keyframes(anim_path, 0, -1, "cubic")
else:
ass.cancel_preview(anim_path) # or accept clamped valuesprofile = unreal.SkeletonService.create_skeleton_profile("/Game/SK_Mannequin")
if not profile.has_learned_constraints:
unreal.SkeletonService.learn_from_animations("/Game/SK_Mannequin", 50, 10)Without a profile there are no constraints to validate against.
Express user intent as unreal.Rotator(roll, pitch, yaw) (degrees); the service uses quaternions
internally to avoid gimbal lock. Inspect with quat_to_euler(quat). Don't guess axis orientation —
read the reference pose first (get_reference_pose).
| Task | Workflow | Sample script |
|---|---|---|
| Discover skeletons/animations safely | workflows.md → Inspect skeleton | scripts/safe_discovery.txt |
| Build a skeleton profile | workflows.md → Inspect skeleton | — |
| Edit one bone (preview/validate/bake) | workflows.md → single bone edit | scripts/preview_validate_bake.txt |
| Edit a bone chain atomically | workflows.md → multi-bone edit | scripts/multi_bone_edit.txt |
| Set manual joint constraints | workflows.md → set constraints | — |
| Learn constraints from animations | workflows.md → learn constraints | scripts/learn_constraints.txt |
| Copy / mirror a pose | workflows.md → copy/mirror | scripts/mirror_pose.txt |
| Retarget preview | workflows.md → retargeting | — |
workflows.md — step-by-step workflows for every task above.api-reference.md — full SkeletonService/AnimSequenceService method list + data structures.common-mistakes.md — bone-space, validation, axis-guessing, and the load-in-loops crash.Confirm AnimationEditResult.success and inspect was_clamped; gate baking on
validate_pose(...).is_valid; cancel_preview on failure; save_asset after a successful bake.
© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 8 other files (scripts) in Content/Skills/animation-editing of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Unreal Animation Bone Editor next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Animation Bone Editor this skillkevinpbuckley/VibeUE | 730 | — | ~1.3k | Automated safety check: Pass | MIT | |
| Unreal BridgeTornLux/UnrealBridge | 306 | — | ~8.4k | Automated safety check: Notes | MIT | |
| Scenario Unreal Cinematicsscenario-labs/skills | 946 | — | ~5.1k | Automated safety check: Pass | MIT | |
| Scenario Unreal Pipeline Automationscenario-labs/skills | 946 | — | ~5k | Automated safety check: Pass | MIT | |
| Scenario Unreal Expertscenario-labs/skills | 946 | — | ~6.4k | Automated safety check: Pass | MIT | |
| Scenario Unreal Gameplayscenario-labs/skills | 946 | — | ~5.2k | Automated safety check: Pass | MIT |
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
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Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
kevinpbuckley/VibeUE
Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.
kevinpbuckley/VibeUE
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/VibeUE
Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.
kevinpbuckley/VibeUE
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/VibeUE
Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.
kevinpbuckley/VibeUE
Creates, edits and inspects Unreal Engine UserDefinedEnums and UserDefinedStructs through Python, including adding values or members and reading internal versus display names.
Works with
Categories
Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop. Every bone rotation must state its coordinate space, defaulting to local, relative to the parent bone, for ordinary edits, with component space for cross-bone coordination and world space used rarely. Edits always go through preview_bone_rotation, then validate_pose against a learned constraint profile, before baking, so nothing is edited blind.
Unreal Animation Bone Editor fits situations like: posing or adjusting a character's arm, hand or other bone on an AnimSequence; creating a swing, wave or dance pose with constraint-checked edits; mirroring or copying a pose between bones.
Run `npx skills add kevinpbuckley/VibeUE --skill animation-editing -a claude-code`. Or copy the skill folder (Content/Skills/animation-editing in kevinpbuckley/VibeUE) into .claude/skills/animation-editing in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill animation-editing -a codex`. Or copy the skill folder (Content/Skills/animation-editing in kevinpbuckley/VibeUE) into .agents/skills/animation-editing in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill animation-editing -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/animation-editing, .gemini/skills/animation-editing, .github/skills/animation-editing and .opencode/skills/animation-editing in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Animation Bone Editor is instructions for the agent only. Our summary lists: Unreal Engine with the VibeUE plugin and its AnimSequenceService and SkeletonService.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Unreal Animation Bone Editor is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.3k tokens (SKILL.md is roughly 5.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Unreal Animation Bone Editor: Unreal Bridge (TornLux/UnrealBridge, 306 stars), Scenario Unreal Cinematics (scenario-labs/skills, 946 stars), Scenario Unreal Pipeline Automation (scenario-labs/skills, 946 stars) and Scenario Unreal Expert (scenario-labs/skills, 946 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.
Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.