Agent skill

Customizable Object

by kevinpbuckley in kevinpbuckley/VibeUE

Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture…

MITAuto-check passedGame Development

Install Customizable Object

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill customizable-object -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE customizable-object --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/customizable-object .claude/skills/customizable-object && rm -rf skills-src

Use ~/.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/

Facts

Skill name
customizable-object
GitHub stars
724
Token cost
~2.4k tokens
SKILL.md length
751 words
Files
2
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture…

  • The user asks about Mutable
  • SKILL.md covers The golden workflow — a…, Reading an existing object, Things that are not obvious… and Groups and child objects, plus 2 more sections
  • Calls node
  • A Customizable Object / CO asset

What it does

Customizable Object is an agent skill from kevinpbuckley/VibeUE. Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture parameters, switches, groups and child objects, compile errors (CustomizableObjectService). Use when the user asks about Mutable, a Customizable Object / CO asset, character customization graphs, or modular characters built with Mutable.

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 1 other file (for example `node-reference.md`).

It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks about Mutable
  • A Customizable Object / CO asset
  • Character customization graphs
  • Modular characters built with Mutable

Example prompts

  • “/customizable-object”

Requirements

  • Python 3

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Shell commands in SKILL.md call:

    • node

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Customizable Object loads about 2.4k tokens when it runs. Until then it costs about 112 tokens; SKILL.md has 751 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~112
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k

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.

Safety

Auto-check passed

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 751 words, ~2,372 tokens.

Download SKILL.mdSave it as .claude/skills/customizable-object/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
customizable-object
description
Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture parameters, switches, groups and child objects, compile errors (CustomizableObjectService). Use when the user asks about Mutable, a Customizable Object / CO asset, character customization graphs, or modular characters built with Mutable.
display_name
Mutable Customizable Objects
vibeue_classes
CustomizableObjectService
unreal_classes
CustomizableObject, CustomizableObjectInstance
keywords
mutable, customizable object, customizable objects, co graph, character customization, modular character, skeletal mesh section, mesh section, object group…

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "search", query: "mutable customizable object"} for UE domain knowledge on Mutable. If no such tool is available, skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Mutable Customizable Objects Skill

One service, reachable from Python (unreal.CustomizableObjectService.*) and as AICallable tools. It edits the Customizable Object's editor graph (the node graph you see in the CO editor) and compiles it. Discover exact signatures with discover_python_class('unreal.CustomizableObjectService').

  • Is Mutable on? is_mutable_available(). In UE 5.8 it normally is (the default-enabled MutableAssetUserData plugin loads it). If it returns False, every method explains that the project has Mutable disabled — tell the user; VibeUE never enables plugins for them.
  • Addressing: nodes by node_id (the NodeGuid, from get_graph / add_node); pins by pin_name OR the display name the editor shows ("Mesh" works for Mesh_Input_Pin).
  • Every write saves the asset and returns success / error. Read error — it names the cause (incompatible pin categories, unknown property, value that did not parse).

The golden workflow — a compilable object

python
import unreal, json
CO = unreal.CustomizableObjectService
path = "/Game/Characters/CO_Hero"
MESH = "/Game/Characters/Meshes/SK_Body.SK_Body"          # any skeletal mesh WITH a skeleton
MAT  = "/Game/Characters/Materials/M_Body.M_Body"

base = CO.create_customizable_object(path)                # graph + Base Object node
b = base.node_id

# Nodes. Pass properties that shape pins AT CREATION (see "Pins depend on properties" below).
sk   = CO.add_node(path, "CustomizableObjectNodeSkeletalMesh", -1200, 0, json.dumps({"SkeletalMesh": MESH}))
sec  = CO.add_node(path, "CONodeSkeletalMeshSection",      -900, 0, json.dumps({"Material": MAT}))
make = CO.add_node(path, "CONodeSkeletalMeshMake_V2",      -600, 0)
obj  = CO.add_node(path, "CONodeSkeletalMeshObjectMake",   -400, 0)
comp = CO.add_node(path, "CONodeComponentSkeletalMesh",    -200, 0,
                   json.dumps({"ReferenceSkeletalMesh": MESH, "ComponentName": "Body"}))

# Wiring: output -> input (either order is accepted).
CO.connect_pins(path, sk.node_id,   "LOD 0 - Section 0",         sec.node_id,  "Mesh")
CO.connect_pins(path, sec.node_id,  "Mesh Section",              make.node_id, "LOD 0")
CO.connect_pins(path, make.node_id, "Skeletal Mesh",             obj.node_id,  "Skeletal Mesh")
CO.connect_pins(path, obj.node_id,  "Passthrough Skeletal Mesh", comp.node_id, "Passthrough Skeletal Mesh")
CO.connect_pins(path, comp.node_id, "Component",                 b,            "Components")

r = CO.compile_object(path)
print(r.success, r.state, list(r.errors), list(r.warnings))
info = CO.get_object_info(path)                           # compiled parameters, states, components

That chain — Skeletal Mesh → Skeletal Mesh Section → Skeletal Mesh Make V2 → Skeletal Mesh Object Make → Component Skeletal Mesh → Base Object "Components" — is the minimal compilable object in UE 5.8. Everything else (parameters, switches, modifiers, children) hangs off it.

Reading an existing object

python
g = CO.get_graph(path)                 # nodes (class, title, pins with links) + flat connections
for n in g.nodes: print(n.node_id, n.node_class, n.title)
CO.get_node_properties(path, node_id)  # settable properties with current values (text format)
CO.get_object_info(path)               # parent/children, graph + compiled parameters, states, components
CO.discover_node_types("Parameter")    # node classes add_node accepts (filter is a substring)
CO.get_node_type_properties("CONodeSwitch")   # a class's properties and defaults

Things that are not obvious and will bite you

  • A Section needs a material. Without Material on the CONodeSkeletalMeshSection the object still compiles, but with the warning "Could not generate a mesh section because it didn't have a material selected" — and that section is missing from the result. Set it at creation or with set_node_property(path, sec, "Material", "/Game/.../M_X.M_X"), or link a Material node into its Material pin.
  • The component needs ReferenceSkeletalMesh, and that mesh needs a Skeleton. Without it the compile FAILS: "Missing reference Skeletal Mesh".
  • Pins depend on properties. A Skeletal Mesh node has one output per LOD/section ("LOD 0 - Section 0 - Mesh", display "LOD 0 - Section 0") only once SkeletalMesh is set; a Switch's output type comes from PinType. Pass these in add_node's properties_json, or set them afterwards with set_node_property (the node rebuilds its pins and the result lists them). PinType on a switch must be given at creation.
  • Switches: create CONodeSwitch with {"PinType": "<category>"} — material (mesh section), mesh, color, float, image, component, … — then link an Enum Parameter's Enum output into its Switch Parameter input. It grows one input per enum value, named after the value. Editing the enum's Values later rebuilds the switch automatically.
  • An unconnected switch option compiles silently. Add an enum value and the switch grows an input for it; leave that input empty and the compile reports no error and no warning, yet the option has nothing behind it. After editing enum values, check every switch input is linked (get_node(path, switch).pins[*].linked_to).
  • Compile problems are not on the nodes. get_graph nodes' message stays empty; read compile_object(...).errors / .warnings, which end with (Node <title>).
  • Enum values are a struct array: set_node_property(path, enum, "Values", '((Name="Red"),(Name="Blue"))'). Read get_node_properties first and mirror the shape it shows for any struct/array property.
  • Parameter names are properties, not pins: ParameterName (parameters), ObjectName (Object nodes), GroupName (groups), ComponentName (components). They are listed with editable=False because the editor uses custom UI for them — they are still settable.
  • Compiled vs graph parameters. get_object_info().graph_parameters lists parameter nodes in this asset right away; compiled_parameters only reflects the last successful compile and only includes parameters that feed the object. Recompile after edits before trusting it. An enum parameter compiles to type Int.
  • Numbers and booleans are validated. "abc" for an int is refused (the engine would store 0).
  • Pin types must match. connect_pins refuses incompatible categories with the schema's reason; a single-link input silently dropping its old link is reported in notes.
  • The Base Object node cannot be deleted. Tunnel nodes (Macro Library only) cannot be added.
Show full SKILL.md (113 more words)Show less

Groups and child objects

A Group node (CustomizableObjectNodeObjectGroup) is a parameter over child objects: GroupType = COGT_TOGGLE / COGT_ALL / COGT_ONE / COGT_ONE_OR_NONE, named by GroupName. Link its Group output to the Base Object's Children input. Children live in their own assets:

python
grp = CO.add_node(root, "CustomizableObjectNodeObjectGroup", 0, 300,
                  json.dumps({"GroupName": "Hat", "GroupType": "COGT_ONE_OR_NONE"}))
CO.connect_pins(root, grp.node_id, "Group", root_base_id, "Children")

cap = CO.create_customizable_object("/Game/Characters/CO_Hat_Cap")
CO.set_node_property("/Game/Characters/CO_Hat_Cap", cap.node_id, "ObjectName", "Cap")
CO.set_parent_object("/Game/Characters/CO_Hat_Cap", root, grp.node_id)   # "" parent detaches
# ...build the cap's own mesh chain into ITS base node's Components...
CO.compile_object(root)     # compile the ROOT; the "Hat" parameter gains the option "Cap"

The child's ObjectName becomes its option name. get_object_info(root).child_objects lists the children; parenting refuses cycles and non-Group targets.

Compile

compile_object(path, optimization_level="None", texture_compression="Fast") is synchronous and always a real compile. errors / warnings are the compiler's own messages (most end with (Node <title>) naming the culprit); log has every Mutable log line. success needs a valid model AND no errors. Compiling a child compiles its root.

Deeper reference

customizable-object/node-reference — the common node classes with their pins and properties.

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in Content/Skills/customizable-object of kevinpbuckley/VibeUE.

  • SKILL.md
  • node-reference.md

Open the folder on GitHubat commit dc051be

Compare with similar skills

Customizable Object 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.

Customizable Object compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Customizable Object this skillkevinpbuckley/VibeUE724—~2.4kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k2 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Customizable Object

What does Customizable Object do?

Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture…. Customizable Object is an agent skill from kevinpbuckley/VibeUE. Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture parameters, switches, groups and child objects, compile errors (CustomizableObjectService).

When should I use Customizable Object?

Customizable Object fits situations like: the user asks about Mutable; A Customizable Object / CO asset; character customization graphs; modular characters built with Mutable.

How do I install Customizable Object in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill customizable-object -a claude-code`. Or copy the skill folder (Content/Skills/customizable-object in kevinpbuckley/VibeUE) into .claude/skills/customizable-object in your project. Claude Code loads it when a task matches its description.

How do I install Customizable Object in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill customizable-object -a codex`. Or copy the skill folder (Content/Skills/customizable-object in kevinpbuckley/VibeUE) into .agents/skills/customizable-object in your project. Codex loads it when a task matches its description.

Can I use Customizable Object in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill customizable-object -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/customizable-object, .gemini/skills/customizable-object, .github/skills/customizable-object and .opencode/skills/customizable-object in your project.

What does Customizable Object need to run?

Going by SKILL.md and its folder, Customizable Object needs the command-line tools its instructions call (node). Our summary lists: Python 3.

Does Customizable Object access the network?

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.

Is Customizable Object safe to install?

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. Review the folder before installing.

What licence does Customizable Object use?

Customizable Object is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Customizable Object use?

About 2.4k tokens (SKILL.md is roughly 9.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Customizable Object?

Skills that share tags, products or a category with Customizable Object: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Customizable Object?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 724 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.