Agent skill

Unreal Engine Settings Control

by kevinpbuckley in 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.

MITAuto-check passedGame Development

Install Unreal Engine Settings Control

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill engine-settings -a claude-code

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

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE engine-settings --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/engine-settings .claude/skills/engine-settings && 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
engine-settings
GitHub stars
726
Token cost
~1.3k tokens
SKILL.md length
308 words
Files
2 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

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.

  • Changing a console variable such as a r.* rendering setting
  • SKILL.md covers Critical Rules, Browsing registered settings, Workflows and Data Structures, plus 1 more section
  • Adjusting scalability or quality levels through Python
  • Reading or writing a raw engine INI value that the registered-settings toolset doesn't cover

What it does

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.

When your agent uses it

  • 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

Example prompts

  • “Enable ray tracing and tell me if it needs a restart.”
  • “Search for cvars related to shadow quality.”
  • “Set r.ReflectionMethod to 1 if it isn't read-only.”

Requirements

  • Unreal Engine 5.8 or newer with VibeUE installed
  • Python, through execute_python_code

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

    Ships 1 file in scripts/, which the agent can run.

    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

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.

Always · name and description, kept in context so the agent knows when to use it
~86
When it runs · the whole SKILL.md, loaded when a task matches
~1.3k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 308 words, ~1,347 tokens.

Download SKILL.mdSave it as .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.
name
engine-settings
description
Configure Unreal Engine core settings — rendering, physics, audio, garbage collection, console variables (cvars), and scalability levels (EngineSettingsService). Use when the user asks to change engine/rendering settings, set a console variable (r.*, etc.), adjust scalability/quality levels, or read engine config categories.
display_name
Engine Settings System
vibeue_classes
EngineSettingsService
unreal_classes
RendererSettings, PhysicsSettings, AudioSettings

Engine Settings Skill

🔀 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 native ConfigSettingsToolset — reach it with call_tool (run describe_toolset on ConfigSettingsToolset for its actions/params). VibeUE's EngineSettingsService was trimmed to the delta the engine doesn't cover: console variables (cvars), scalability levels, raw engine INI read/write, and config save. Use those from execute_python_code as shown below.

Critical Rules

⚠️ CVars (VibeUE) vs Registered Settings (engine toolset)
  • CVars (console variables) → unreal.EngineSettingsService.get_console_variable / set_console_variable (kept in VibeUE).
  • Registered settings (category + key, e.g. RendererSettings) → engine ConfigSettingsToolset via call_tool. EngineSettingsService.get_setting / set_setting / list_categories / list_settings were removed in the 5.8 consolidation.
python
# 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")
⚠️ Check Read-Only Before Setting CVars
python
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")
⚠️ Some Settings Require Restart

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.)


Browsing registered settings

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.


Workflows

Enable Ray Tracing
python
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()
Optimize for Performance
python
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))
Search CVars
python
import unreal

shadows = unreal.EngineSettingsService.search_console_variables("shadow", 100)
for cvar in shadows:
    print(f"{cvar.name}: {cvar.value} ({cvar.type})")
Set Engine INI Values
python
import unreal

result = unreal.EngineSettingsService.set_engine_ini_value(
    "/Script/EngineSettings.GameMapsSettings",
    "GameDefaultMap",
    "/Game/Maps/Lvl_Main.Lvl_Main",
    "DefaultEngine.ini"
)

Data Structures

Python Naming Convention: C++ types like FEngineSettingResult are exposed as EngineSettingResult in Python (no F prefix).

EngineSettingResult (returned by set_* and INI write methods)
  • success, error_message
  • modified_settings, failed_settings
  • requires_restart
ConsoleVariableInfo
  • name, value, default_value, description
  • type, flags, is_read_only

VibeUE EngineSettingsService covers:

  • Rendering optimization: Adjust r.* cvars, ray tracing, shadows
  • Performance profiling: GC cvars (gc.*), streaming, scalability
  • Quality presets: Apply overall or per-group scalability levels
  • Raw engine INI: read/write sections directly when you know the key

For browsing/editing registered settings by category (physics, audio, collision, AI, input classes, etc.), use the engine ConfigSettingsToolset via call_tool.

Sample scripts (run via 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

Files

SKILL.md and 1 other file (scripts) in Content/Skills/engine-settings of kevinpbuckley/VibeUE.

  • SKILL.md
  • scripts/set_cvars.txt

Open the folder on GitHubat commit dc051be

Compare with similar skills

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.

Unreal Engine Settings Control compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Engine Settings Control this skillkevinpbuckley/VibeUE726—~1.3kAutomated safety check: PassMIT
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Scenario Unreal Cinematicsscenario-labs/skills931—~5.1kAutomated safety check: PassMIT
Scenario Unreal Pipeline Automationscenario-labs/skills931—~5kAutomated safety check: PassMIT
Scenario Unreal Expertscenario-labs/skills931—~6.4kAutomated safety check: PassMIT

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Questions about Unreal Engine Settings Control

What does Unreal Engine Settings Control do?

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.

When should I use Unreal Engine Settings Control?

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.

How do I install Unreal Engine Settings Control in Claude Code?

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.

How do I install Unreal Engine Settings Control in Codex?

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.

Can I use Unreal Engine Settings Control 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 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.

What does Unreal Engine Settings Control need to run?

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.

Does Unreal Engine Settings Control 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 Unreal Engine Settings Control 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Unreal Engine Settings Control use?

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.

How many tokens does Unreal Engine Settings Control use?

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.

What are the alternatives to Unreal Engine Settings Control?

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.

Who maintains Unreal Engine Settings Control?

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.