Agent skill

Unreal Engine FPS Cap Remover

by kevinpbuckley in kevinpbuckley/VibeUE

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.

MITAuto-check passedGame Development

Install Unreal Engine FPS Cap Remover

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill frame-rate -a claude-code

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

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE frame-rate --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/frame-rate .claude/skills/frame-rate && 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
frame-rate
GitHub stars
730
Token cost
~1.2k tokens
SKILL.md length
362 words
Files
2 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

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.

  • The Unreal editor or game is stuck at 60 FPS
  • SKILL.md covers ⚠️ Diagnose first — don't guess, Workflow — read the current…, Workflow — uncap FPS and Verify, plus 1 more section
  • Uncapping the frame rate or setting a max FPS target
  • Telling a frame rate cap apart from a heavy workload

What it does

A frame rate stuck at 60 is almost never one setting, so the skill diagnoses first and reads all five caps before changing anything. They are the `t.MaxFPS` cvar (0 means uncapped), `r.VSync` and `r.VSyncEditor`, fixed frame rate in DefaultEngine.ini, smoothed frame rate and its range, which is the usual editor cap near 60, and CPU throttling when the editor is not in the foreground. A low frame rate that is not pinned at a round number is treated as a workload problem, and a frame timing check for a CPU versus GPU verdict comes first.

Reads and writes go through the EngineSettingsService in Python. To uncap, the agent sets `t.MaxFPS` to 0 or a high target such as 240 and clears the other four caps. Cvars apply immediately, while INI changes need a save and may need an editor restart. It then verifies that `t.MaxFPS` reads the target and checks the FPS overlay. A note says `r.FrameRateLimit` is not a console variable in UE 5.7. The folder has an uncap_fps script, and the excerpt is cut off in the verify step.

When your agent uses it

  • The Unreal editor or game is stuck at 60 FPS
  • Uncapping the frame rate or setting a max FPS target
  • Telling a frame rate cap apart from a heavy workload
  • Fixing low FPS when the editor window is in the background

Example prompts

  • “My editor is locked at 60 FPS. Find out why and uncap it.”
  • “Set a max FPS of 240 for the game.”
  • “The editor drops its frame rate when I switch windows. Fix the background throttling.”

Requirements

  • The Unreal Editor with the VibeUE tools and EngineSettingsService

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 FPS Cap Remover loads about 1.2k tokens when it runs. Until then it costs about 94 tokens; SKILL.md has 362 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~94
When it runs · the whole SKILL.md, loaded when a task matches
~1.2k

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). 362 words, ~1,211 tokens.

Download SKILL.mdSave it as .claude/skills/frame-rate/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
frame-rate
description
Diagnose and remove FPS caps so the editor and game run uncapped (or at a target FPS). Use when the user says the editor/game is "locked", "capped", or "stuck" at a frame rate (commonly 60 FPS), asks to "unlock"/"uncap"/"raise" FPS, or wants to set a max FPS. Covers t.MaxFPS, VSync, fixed/smoothed frame rate, and background CPU throttling (EngineSettingsService).
display_name
Frame Rate / FPS Caps
vibeue_classes
EngineSettingsService
unreal_classes
RendererSettings
keywords
fps, uncap fps, unlock fps, 60 fps, frame rate, framerate, max fps, vsync, frame rate limit

Frame Rate / FPS Caps Skill

A "locked at 60 FPS" editor or game is almost never caused by a single setting — there are five independent caps and any one of them holds the frame rate down. Check and clear them all, in this order, before declaring it fixed.

⚠️ Diagnose first — don't guess

t.MaxFPS = 0 already means uncapped, so if the editor is still stuck at 60 the cap is coming from somewhere else (usually VSync to a 60 Hz monitor, or the smoothed frame-rate range). Read every source below before changing anything.

🩺 "Capped" vs "slow" are different problems. If the frame rate is low rather than pinned at a round number, it's not a cap — it's a workload. Run unreal.PerformanceService.frame_timing() first (NEW service that replaced the removed editor_control tool) for a CPU-vs-GPU-bound verdict before touching any cap below. The caps here only matter when something is artificially holding FPS down. (Cvar/INI reads/writes in this skill stay on EngineSettingsService.)

#SettingWhere"Uncapped" value
1t.MaxFPScvar0 (or a high target like 240)
2r.VSync / r.VSyncEditorcvar0 — locks to monitor refresh (60 Hz) when 1
3bUseFixedFrameRate / FixedFrameRate[/Script/Engine.Engine] DefaultEngine.iniFalse
4bSmoothFrameRate / SmoothedFrameRateRange[/Script/Engine.Engine] DefaultEngine.iniFalse — the usual ~60 editor cap
5bThrottleCPUWhenNotForeground[/Script/UnrealEd.EditorPerformanceSettings] EditorPerProjectUserSettings.iniFalse — caps FPS when the editor isn't focused

Note: r.FrameRateLimit is not a console variable in UE 5.7 — set_console_variable will report "Console variable not found". The INI key is FrameRateLimit under [/Script/Engine.Engine], but t.MaxFPS is the reliable runtime cap.

Show full SKILL.md (117 more words)Show less

Workflow — read the current state

python
import unreal
es = unreal.EngineSettingsService

for cvar in ["t.MaxFPS", "r.VSync", "r.VSyncEditor"]:
    print(f"{cvar} = {es.get_console_variable(cvar)}")

eng = "/Script/Engine.Engine"
for key in ["bUseFixedFrameRate", "FixedFrameRate", "bSmoothFrameRate", "SmoothedFrameRateRange"]:
    print(f"{key} = {es.get_engine_ini_value(eng, key, 'DefaultEngine.ini')!r}")

print("bThrottleCPUWhenNotForeground =",
      es.get_engine_ini_value("/Script/UnrealEd.EditorPerformanceSettings",
                              "bThrottleCPUWhenNotForeground", "EditorPerProjectUserSettings.ini"))

Workflow — uncap FPS

Set a target with t.MaxFPS (use 0 for fully uncapped, or e.g. 240 to cap high), then clear the other four caps. cvars take effect immediately; INI changes need a save and may require an editor restart.

python
import unreal, json
es = unreal.EngineSettingsService

TARGET_MAX_FPS = "240"   # "0" = fully uncapped

# 1 + 2: runtime cvars (immediate)
es.set_console_variables_from_json(json.dumps({
    "t.MaxFPS":     TARGET_MAX_FPS,
    "r.VSync":      "0",
    "r.VSyncEditor":"0",
}))

# 3 + 4: disable fixed and smoothed frame-rate caps (persisted to ini)
eng = "/Script/Engine.Engine"
es.set_engine_ini_value(eng, "bUseFixedFrameRate", "False", "DefaultEngine.ini")
es.set_engine_ini_value(eng, "bSmoothFrameRate",   "False", "DefaultEngine.ini")

# 5: don't throttle FPS when the editor loses focus
es.set_engine_ini_value("/Script/UnrealEd.EditorPerformanceSettings",
                        "bThrottleCPUWhenNotForeground", "False",
                        "EditorPerProjectUserSettings.ini")

es.save_all_engine_config()
print("FPS caps cleared. t.MaxFPS now:", es.get_console_variable("t.MaxFPS"))

Verify

After applying, confirm t.MaxFPS reads your target and the editor's FPS overlay (Show FPS, or stat fps in PIE) climbs past 60. If it's still pinned at 60, the most likely remaining cause is r.VSync/r.VSyncEditor re-enabled by a quality preset, or the monitor itself — VSync can only go as high as the display refresh rate.

Sample scripts (run via execute_python_code)

  • scripts/uncap_fps.txt — read all five caps, then uncap to a target FPS.

© 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/frame-rate of kevinpbuckley/VibeUE.

  • SKILL.md
  • scripts/uncap_fps.txt

Open the folder on GitHubat commit dc051be

Compare with similar skills

Unreal Engine FPS Cap Remover 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 FPS Cap Remover compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Engine FPS Cap Remover this skillkevinpbuckley/VibeUE730—~1.2kAutomated safety check: PassMIT
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Game DeveloperJeffallan/claude-skills12k—~1.5kAutomated safety check: PassMIT
Scenario Unreal Cinematicsscenario-labs/skills946—~5.1kAutomated safety check: PassMIT
Scenario Unreal Pipeline Automationscenario-labs/skills946—~5kAutomated safety check: PassMIT
Scenario Unreal Expertscenario-labs/skills946—~6.4kAutomated safety check: PassMIT

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Questions about Unreal Engine FPS Cap Remover

What does Unreal Engine FPS Cap Remover do?

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. A frame rate stuck at 60 is almost never one setting, so the skill diagnoses first and reads all five caps before changing anything.ini, smoothed frame rate and its range, which is the usual editor cap near 60, and CPU throttling when the editor is not in the foreground.

When should I use Unreal Engine FPS Cap Remover?

Unreal Engine FPS Cap Remover fits situations like: the Unreal editor or game is stuck at 60 FPS; uncapping the frame rate or setting a max FPS target; telling a frame rate cap apart from a heavy workload; fixing low FPS when the editor window is in the background.

How do I install Unreal Engine FPS Cap Remover in Claude Code?

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

How do I install Unreal Engine FPS Cap Remover in Codex?

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

Can I use Unreal Engine FPS Cap Remover 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 frame-rate -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/frame-rate, .gemini/skills/frame-rate, .github/skills/frame-rate and .opencode/skills/frame-rate in your project.

What does Unreal Engine FPS Cap Remover need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Engine FPS Cap Remover is instructions for the agent only. Our summary lists: The Unreal Editor with the VibeUE tools and EngineSettingsService.

Does Unreal Engine FPS Cap Remover 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 FPS Cap Remover 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 FPS Cap Remover use?

Unreal Engine FPS Cap Remover 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 FPS Cap Remover use?

About 1.2k tokens (SKILL.md is roughly 4.8k 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 FPS Cap Remover?

Skills that share tags, products or a category with Unreal Engine FPS Cap Remover: Unreal Bridge (TornLux/UnrealBridge, 306 stars), Game Developer (Jeffallan/claude-skills, 12k stars), Scenario Unreal Cinematics (scenario-labs/skills, 946 stars) and Scenario Unreal Pipeline Automation (scenario-labs/skills, 946 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Engine FPS Cap Remover?

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.