Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
Registers and queries Unreal Engine Gameplay Tags from the editor through VibeUE, including bulk registration and hierarchy lookups, with no restart needed.
$ npx skills add kevinpbuckley/VibeUE --skill gameplay-tags -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE gameplay-tags --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/gameplay-tags .claude/skills/gameplay-tags && 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 "gameplay-tags" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gameplay-tags into .claude/skills/gameplay-tags/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameplay-tags", 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/gameplay-tagsType 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 gameplay-tags -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE gameplay-tags --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/gameplay-tags .agents/skills/gameplay-tags && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "gameplay-tags" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gameplay-tags into .agents/skills/gameplay-tags/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameplay-tags", 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 gameplay-tags -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE gameplay-tags --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/gameplay-tags .cursor/skills/gameplay-tags && 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 "gameplay-tags" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gameplay-tags into .cursor/skills/gameplay-tags/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameplay-tags", 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/gameplay-tags--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 gameplay-tags -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE gameplay-tags --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/gameplay-tags .gemini/skills/gameplay-tags && 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 "gameplay-tags" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gameplay-tags into .gemini/skills/gameplay-tags/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameplay-tags", 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 gameplay-tagsInstalls 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 gameplay-tags -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/gameplay-tags .github/skills/gameplay-tags && 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 "gameplay-tags" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gameplay-tags into .github/skills/gameplay-tags/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameplay-tags", 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 gameplay-tags -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 gameplay-tags --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/gameplay-tags .opencode/skills/gameplay-tags && 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 "gameplay-tags" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gameplay-tags into .opencode/skills/gameplay-tags/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gameplay-tags", 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.
gameplay-tagsRegisters and queries Unreal Engine Gameplay Tags from the editor through VibeUE, including bulk registration and hierarchy lookups, with no restart needed.
This skill manages Gameplay Tags in an Unreal Engine project. Single-tag add, remove, rename and list operations belong to the engine's own GameplayTagsToolset in Unreal 5.8, called through call_tool, and VibeUE adds the parts the engine does not cover through unreal.GameplayTagService.
Those extras are bulk registration with add_tags, existence checks with has_tag, detailed info with get_tag_info, direct children with get_children, and request_tag or request_tag_container for getting real tag values to pass to tag-typed APIs, since Python cannot construct a tag itself. Tags are written to INI config and registered at runtime, so they show up in the editor tag picker straight away. If an external Unreal skills-manager tool is present, the skill can load extra domain knowledge from it.
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 Gameplay Tags loads about 2.3k tokens when it runs. Until then it costs about 64 tokens; SKILL.md has 759 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). 759 words, ~2,303 tokens.
.claude/skills/gameplay-tags/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; 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: "gameplay-tags"}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.
Manage Unreal Engine Gameplay Tags. Core CRUD (add / remove / rename / list) is now owned by
Unreal 5.8's native GameplayTagsToolset (call it via call_tool). VibeUE keeps only the
delta the engine toolset does NOT provide — runtime hierarchy queries, bulk registration, and
tag-value lookup: unreal.GameplayTagService.has_tag / get_tag_info / get_children /
add_tags / request_tag / request_tag_container.
Tags are written to INI config and registered at runtime — they appear immediately in the editor tag picker without restart.
| Operation | Use |
|---|---|
| Add / remove / rename a single tag, list all tags | engine GameplayTagsToolset via call_tool (run describe_toolset for its action names/params) |
| Bulk-register many tags at once | unreal.GameplayTagService.add_tags([...], comment, source) |
| Check existence | unreal.GameplayTagService.has_tag(name) |
| Obtain an FGameplayTag VALUE for a tag-typed API | unreal.GameplayTagService.request_tag(name) / request_tag_container(names) — Python CANNOT construct FGameplayTag itself (TagName is read-only, MakeLiteralGameplayTag takes a tag). Use these for has_matching_gameplay_tag, send_gameplay_event_to_actor, assign_tag_set_by_caller_magnitude, tag-keyed TMap authoring, tag queries, etc. request_tag returns an invalid tag (never asserts) for unregistered names — check .is_valid() |
| Detailed info (comment/source/redirect/child count) | unreal.GameplayTagService.get_tag_info(name) |
| Direct children of a tag | unreal.GameplayTagService.get_children(parent) |
The single-tag
add_tag/remove_tag/rename_tag/list_tagshelpers were removed fromGameplayTagServicein the 5.8 consolidation — use the engineGameplayTagsToolsetfor those. VibeUE'sadd_tagsremains for registering several tags in one call.
ProjectSettingsService.set_ini_value() writes the ini file but does NOT register tags with UGameplayTagsManager. Tags created this way will not appear in tag pickers or dropdowns.
Use the engine GameplayTagsToolset (single-tag CRUD) or unreal.GameplayTagService.add_tags (bulk) for gameplay tag operations.
Tags use dot-separated hierarchy: Category.Subcategory.TagName
# ✅ CORRECT
unreal.GameplayTagService.add_tags(["Cube.StartChasing"])
unreal.GameplayTagService.add_tags(["Ability.Fireball.Cast"])
# ❌ WRONG - don't use spaces or special characters
unreal.GameplayTagService.add_tags(["Cube Start Chasing"])Tags default to DefaultGameplayTags.ini source. This is the standard project-level tag source. You can specify a different source if needed, but the default is correct for most cases.
result = unreal.GameplayTagService.add_tags(["Cube.StartChasing"], "Event to start chasing")
if not result.success:
print(f"Failed: {result.error_message}")Renaming a tag (via the engine GameplayTagsToolset) updates the INI and registers a tag
redirect so existing assets keep resolving the old name. Consequences:
has_tag(old_name) returns True after a rename — that is the redirect, not a failed rename.get_tag_info(old_name) describes the redirect target; check its redirected_to field
(non-empty = the requested name is a redirect, the value is the new canonical name).get_children(parent) — the old name
will be gone from those listings — or check get_tag_info(old_name).redirected_to.# ❌ WRONG — raises "cannot unpack non-iterable GameplayTagInfo"
found, info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")
# ✅ CORRECT
info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")
if info is not None:
print(info.tag_name, info.comment)When a StateTree transition needs OnEvent trigger, create the event tags first:
import unreal
# 1. Create the gameplay tags
result = unreal.GameplayTagService.add_tags(
["Cube.StartChasing", "Cube.StopChasing"],
"StateTree chase events"
)
print(f"Added {len(result.tags_modified)} tags: {result.tags_modified}")
# 2. Now use them in StateTree transitions (via StateTreeService)Single-tag add lives in the engine GameplayTagsToolset — call it with call_tool
(run describe_toolset on it for the exact action name and parameters). For one-or-many in a
single call from Python, add_tags also accepts a single-element list:
import unreal
result = unreal.GameplayTagService.add_tags(
["Ability.Fireball.Cast"],
"Triggered when player casts fireball"
)
if result.success:
print(f"Tag added: {result.tags_modified[0]}")Listing/filtering all tags is an engine GameplayTagsToolset action (via call_tool). To walk
a specific subtree from Python, use get_children:
import unreal
# Direct children under "Cube"
for t in unreal.GameplayTagService.get_children("Cube"):
print(f"{t.tag_name} (source={t.source}, children={t.child_count})")import unreal
tag_name = "Cube.StartChasing"
if unreal.GameplayTagService.has_tag(tag_name):
print(f"Tag '{tag_name}' exists")
else:
# Register it (bulk-capable VibeUE helper; or use the engine GameplayTagsToolset)
unreal.GameplayTagService.add_tags([tag_name])import unreal
# Get children of root "Cube" tag
children = unreal.GameplayTagService.get_children("Cube")
for child in children:
print(f" {child.tag_name} (explicit={child.is_explicit})")Renaming is an engine GameplayTagsToolset action — call it via call_tool. Then verify the
redirect from Python (the old name still resolves through the redirect, so has_tag stays True):
import unreal
# (rename Cube.StartChasing -> Cube.BeginChase via the engine GameplayTagsToolset, then:)
info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")
print(f"Old name now redirects to: {info.redirected_to}") # 'Cube.BeginChase'Removing a single tag is an engine GameplayTagsToolset action (via call_tool). Confirm it
is gone from Python with has_tag / get_children on the parent.
VibeUE delta (call as unreal.GameplayTagService.<method> via execute_python_code):
| Method | Returns | Description |
|---|---|---|
has_tag(tag_name) | bool | Check if tag exists (also True for redirected old names of renamed tags) |
get_tag_info(tag_name) | FGameplayTagInfo or None | Get detailed tag info (struct or None — NOT a tuple) |
get_children(parent_tag) | [FGameplayTagInfo] | Get direct children of a tag |
add_tags(tag_names, comment, source) | FGameplayTagResult | Bulk-register multiple tags (also works for one) |
Single-tag add / remove / rename and list-all are provided by Unreal 5.8's native
GameplayTagsToolset — reach it with call_tool; run describe_toolset for its actions.
| Field | Type | Description |
|---|---|---|
tag_name | str | Full tag name (as requested) |
redirected_to | str | If the requested name was renamed, the new canonical tag it redirects to (empty if none). Other fields describe the redirect target. |
comment | str | Developer comment |
source | str | Where tag was defined |
is_explicit | bool | Explicitly defined vs implied parent |
child_count | int | Number of direct children |
execute_python_code)scripts/add_tags.txt — register gameplay tags and list them.© 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/gameplay-tags of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Unreal Gameplay Tags 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 Gameplay Tags this skillkevinpbuckley/VibeUE | 730 | — | ~2.3k | 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.
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…
0x0funky/agent-sprite-forge
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
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
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.
Works with
Categories
Registers and queries Unreal Engine Gameplay Tags from the editor through VibeUE, including bulk registration and hierarchy lookups, with no restart needed. This skill manages Gameplay Tags in an Unreal Engine project.GameplayTagService.
Unreal Gameplay Tags fits situations like: registering a group of Gameplay Tags such as Ability.Attack.Melee in one call; checking whether a tag exists or listing the children of a parent tag; getting a valid tag value to pass to a gameplay event or ability API; renaming or removing a tag that is no longer needed.
Run `npx skills add kevinpbuckley/VibeUE --skill gameplay-tags -a claude-code`. Or copy the skill folder (Content/Skills/gameplay-tags in kevinpbuckley/VibeUE) into .claude/skills/gameplay-tags in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill gameplay-tags -a codex`. Or copy the skill folder (Content/Skills/gameplay-tags in kevinpbuckley/VibeUE) into .agents/skills/gameplay-tags 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 gameplay-tags -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gameplay-tags, .gemini/skills/gameplay-tags, .github/skills/gameplay-tags and .opencode/skills/gameplay-tags in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Gameplay Tags is instructions for the agent only. Our summary lists: An Unreal Engine project with the VibeUE plugin; Unreal Engine 5.8 for the native GameplayTagsToolset.
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 Gameplay Tags is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.3k tokens (SKILL.md is roughly 9.2k 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 Gameplay Tags: 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.