Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
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.
$ npx skills add kevinpbuckley/VibeUE --skill engine-settings -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE engine-settings --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/engine-settings .claude/skills/engine-settings && 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 "engine-settings" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/engine-settings into .claude/skills/engine-settings/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "engine-settings", 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/engine-settingsType 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 engine-settings -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE engine-settings --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/engine-settings .agents/skills/engine-settings && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "engine-settings" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/engine-settings into .agents/skills/engine-settings/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "engine-settings", 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 engine-settings -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE engine-settings --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/engine-settings .cursor/skills/engine-settings && 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 "engine-settings" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/engine-settings into .cursor/skills/engine-settings/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "engine-settings", 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/engine-settings--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 engine-settings -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE engine-settings --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/engine-settings .gemini/skills/engine-settings && 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 "engine-settings" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/engine-settings into .gemini/skills/engine-settings/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "engine-settings", 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 engine-settingsInstalls 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 engine-settings -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/engine-settings .github/skills/engine-settings && 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 "engine-settings" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/engine-settings into .github/skills/engine-settings/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "engine-settings", 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 engine-settings -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 engine-settings --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/engine-settings .opencode/skills/engine-settings && 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 "engine-settings" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/engine-settings into .opencode/skills/engine-settings/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "engine-settings", 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.
engine-settingsChanges 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.
Since Unreal 5.8, category-based registered settings such as list_categories, list_settings, get_setting and set_setting are handled by the engine's native ConfigSettingsToolset through call_tool, and VibeUE's own EngineSettingsService was trimmed to the parts the engine still does not cover: console variables, scalability levels, raw engine INI read and write, and config save, all reachable from execute_python_code.
The skill draws a hard line between the two: cvars with names like r.ReflectionMethod go through EngineSettingsService.get_console_variable and set_console_variable, while a registered category and key such as a RendererSettings entry goes through the engine toolset instead. Before setting a cvar it checks ConsoleVariableInfo.is_read_only, and after setting one it reads the requires_restart flag on the returned FEngineSettingResult to know whether the change takes effect immediately.
Worked examples cover enabling ray tracing, optimizing for performance and searching cvars by name, each as a short Python script run through execute_python_code against the unreal module.
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 1 file 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 Engine Settings Control loads about 1.3k tokens when it runs. Until then it costs about 86 tokens; SKILL.md has 308 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). 308 words, ~1,347 tokens.
.claude/skills/engine-settings/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.🔀 Registered settings moved to the engine. Category-based registered-setting access (
list_categories/list_settings/get_setting/set_setting) is now Unreal 5.8's nativeConfigSettingsToolset— reach it withcall_tool(rundescribe_toolsetonConfigSettingsToolsetfor its actions/params). VibeUE'sEngineSettingsServicewas trimmed to the delta the engine doesn't cover: console variables (cvars), scalability levels, raw engine INI read/write, and config save. Use those fromexecute_python_codeas shown below.
unreal.EngineSettingsService.get_console_variable /
set_console_variable (kept in VibeUE).ConfigSettingsToolset via call_tool. EngineSettingsService.get_setting /
set_setting / list_categories / list_settings were removed in the 5.8 consolidation.# CVars (names like r.ReflectionMethod) — VibeUE
value = unreal.EngineSettingsService.get_console_variable("r.ReflectionMethod")
unreal.EngineSettingsService.set_console_variable("r.ReflectionMethod", "1")
# Registered settings (category-based) — use the engine ConfigSettingsToolset via call_tool.
# Raw INI is also still available in VibeUE when you know the section/key:
value = unreal.EngineSettingsService.get_engine_ini_value(
"/Script/Engine.RendererSettings", "bEnableRayTracing", "Engine.ini")info = unreal.ConsoleVariableInfo()
if unreal.EngineSettingsService.get_console_variable_info("r.MaxQualityMode", info):
if not info.is_read_only:
unreal.EngineSettingsService.set_console_variable(info.name, "1")set_console_variable / set_engine_ini_value return an FEngineSettingResult whose
requires_restart flag tells you whether the change takes effect immediately. (Registered-setting
results come from the engine ConfigSettingsToolset instead.)
Listing categories and the settings inside them is now an engine ConfigSettingsToolset job —
call it via call_tool and run describe_toolset for the available actions. These engine
categories cover rendering, physics, audio, GC, networking, collision, AI, input, and the rest.
For everything VibeUE still owns, see the cvar / INI / scalability workflows below.
import unreal
import json
rt_settings = {
"r.RayTracing": "1",
"r.RayTracing.Shadows": "1",
"r.RayTracing.Reflections": "1",
"r.ReflectionMethod": "1"
}
result = unreal.EngineSettingsService.set_console_variables_from_json(json.dumps(rt_settings))
unreal.EngineSettingsService.save_all_engine_config()import unreal
import json
# Set overall scalability to Low (0)
unreal.EngineSettingsService.set_overall_scalability_level(0)
# Disable expensive features
perf_settings = {
"r.RayTracing": "0",
"r.VolumetricFog": "0",
"r.MotionBlurQuality": "0",
"r.Shadow.MaxResolution": "512"
}
unreal.EngineSettingsService.set_console_variables_from_json(json.dumps(perf_settings))import unreal
shadows = unreal.EngineSettingsService.search_console_variables("shadow", 100)
for cvar in shadows:
print(f"{cvar.name}: {cvar.value} ({cvar.type})")import unreal
result = unreal.EngineSettingsService.set_engine_ini_value(
"/Script/EngineSettings.GameMapsSettings",
"GameDefaultMap",
"/Game/Maps/Lvl_Main.Lvl_Main",
"DefaultEngine.ini"
)Python Naming Convention: C++ types like
FEngineSettingResultare exposed asEngineSettingResultin Python (noFprefix).
success, error_messagemodified_settings, failed_settingsrequires_restartname, value, default_value, descriptiontype, flags, is_read_onlyVibeUE EngineSettingsService covers:
For browsing/editing registered settings by category (physics, audio, collision, AI, input
classes, etc.), use the engine ConfigSettingsToolset via call_tool.
execute_python_code)scripts/set_cvars.txt — read scalability and set a console variable.© 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 1 other file (scripts) in Content/Skills/engine-settings of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Unreal Engine Settings Control 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 Engine Settings Control this skillkevinpbuckley/VibeUE | 726 | — | ~1.3k | Automated safety check: Pass | MIT | |
| Unreal BridgeTornLux/UnrealBridge | 305 | — | ~8.4k | Automated safety check: Notes | MIT | |
| Fmodel Unpackpa001024/dna-builder | 136 | — | ~2.6k | Automated safety check: Pass | MIT | |
| Scenario Unreal Cinematicsscenario-labs/skills | 931 | — | ~5.1k | Automated safety check: Pass | MIT | |
| Scenario Unreal Pipeline Automationscenario-labs/skills | 931 | — | ~5k | Automated safety check: Pass | MIT | |
| Scenario Unreal Expertscenario-labs/skills | 931 | — | ~6.4k | Automated safety check: Pass | MIT |
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
pa001024/dna-builder
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scenario-labs/skills
A skill your agent uses when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange…
scenario-labs/skills
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scenario-labs/skills
A skill your agent uses when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD…
kevinpbuckley/VibeUE
Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.
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
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
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. 8, category-based registered settings such as list_categories, list_settings, get_setting and set_setting are handled by the engine's native ConfigSettingsToolset through call_tool, and VibeUE's own EngineSettingsService was trimmed to the parts the engine still does not cover: console variables, scalability levels, raw engine INI read and write, and config save, all reachable from execute_python_code.
Unreal Engine Settings Control fits situations like: changing a console variable such as a r.* rendering setting; adjusting scalability or quality levels through Python; reading or writing a raw engine INI value that the registered-settings toolset doesn't cover.
Run `npx skills add kevinpbuckley/VibeUE --skill engine-settings -a claude-code`. Or copy the skill folder (Content/Skills/engine-settings in kevinpbuckley/VibeUE) into .claude/skills/engine-settings in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill engine-settings -a codex`. Or copy the skill folder (Content/Skills/engine-settings in kevinpbuckley/VibeUE) into .agents/skills/engine-settings 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 engine-settings -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/engine-settings, .gemini/skills/engine-settings, .github/skills/engine-settings and .opencode/skills/engine-settings in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Engine Settings Control is instructions for the agent only. Our summary lists: Unreal Engine 5.8 or newer with VibeUE installed; Python, through execute_python_code.
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 Engine Settings Control 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 5.4k 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 Engine Settings Control: Unreal Bridge (TornLux/UnrealBridge, 305 stars), Fmodel Unpack (pa001024/dna-builder, 136 stars), Scenario Unreal Cinematics (scenario-labs/skills, 931 stars) and Scenario Unreal Pipeline Automation (scenario-labs/skills, 931 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 726 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.