Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with…
$ npx skills add kevinpbuckley/VibeUE --skill gas -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE gas --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/gas .claude/skills/gas && 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 "gas" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gas into .claude/skills/gas/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gas", 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/gasType 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 gas -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE gas --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/gas .agents/skills/gas && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "gas" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gas into .agents/skills/gas/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gas", 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 gas -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE gas --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/gas .cursor/skills/gas && 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 "gas" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gas into .cursor/skills/gas/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gas", 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/gas--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 gas -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE gas --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/gas .gemini/skills/gas && 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 "gas" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gas into .gemini/skills/gas/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gas", 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 gasInstalls 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 gas -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/gas .github/skills/gas && 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 "gas" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gas into .github/skills/gas/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gas", 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 gas -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 gas --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/gas .opencode/skills/gas && 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 "gas" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gas into .opencode/skills/gas/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gas", 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.
gasAuthor and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with…
Gas is an agent skill from kevinpbuckley/VibeUE. Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with Blueprint/Object tools and Python. Use when the user asks to add abilities, attributes, damage/buff effects, cooldowns, gameplay cues, or to inspect a live ASC.
Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. It works with Python. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are python).
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.
Gas loads about 1.8k tokens when it runs. Until then it costs about 91 tokens; SKILL.md has 599 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); files beside SKILL.md are not scanned.
The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 599 words, ~1,830 tokens.
.claude/skills/gas/SKILL.md (or your agent's skills folder).🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "gameplay-ability-system"}for UE domain knowledge (ASC setup, attribute/effect/ability APIs, networking) — treat it as the rubric for any review / "best practices" question. If no such tool is available, skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Compose, do not duplicate. Everything GAS needs already exists across Epic's engine toolsets, the generic Blueprint/Object tools, and Python. VibeUE adds no GAS wrapper service; this skill is the routing map plus the live-verified gotchas.
| Operation | Owner |
|---|---|
| Inspect a live ASC (PIE): attributes, active tags, active effects, granted abilities | Epic GASToolsets.AbilitySystemInspectorToolset → GetAttributeValues / GetActiveTags / GetActiveEffects / GetGrantedAbilities. Input is {"actor": {"refPath": "<actor path>"}} — works on PIE actors, no selection needed |
| Discover attribute set classes / attributes | Epic GASToolsets.AttributeSetToolset → FindAttributeSetClasses / ListAttributes |
| Gameplay Cue notify assets + cue tags | Epic GASToolsets.GameplayCueToolset (list/get/create/execute-on-selected) |
| Tag CRUD (add/remove/rename/list single tags) | Epic GameplayTagsToolset — see the gameplay-tags skill |
| Bulk tag registration, hierarchy queries, existence checks | unreal.GameplayTagService (VibeUE delta — see gameplay-tags) |
| Create GameplayAbility / GameplayEffect / AttributeSet Blueprint subclasses, CDO config | Epic BlueprintTools + ObjectTools (or native Python BlueprintFactory with the right ParentClass) |
| Ability / cue Blueprint graphs | Epic BlueprintTools + unreal.BlueprintService.build_graph (see blueprint-graphs) |
| GameplayEffect legacy tag containers (Asset/Target Tags) | unreal.BlueprintService.set_property — maps them onto the UE 5.3+ GE Components (VibeUE #539/#541) |
| Runtime PIE testing | EditorToolset.EditorAppToolset StartPIE/StopPIE + Python on live actors (below) |
| Native C++ attribute sets / effects / abilities | Coding-agent handoff — C++ patterns below are for that agent, not for editor tools |
UAbilitySystemBlueprintLibrary is exposed as unreal.AbilitySystemLibrary (the
"BlueprintLibrary" name does not exist in Python).
asc = unreal.AbilitySystemLibrary.get_ability_system_component(actor).FGameplayTag cannot be constructed from raw Python: unreal.GameplayTag(tag_name=...) is
rejected, TagName is read-only via set_editor_property, and
GameplayTagLibrary.make_literal_gameplay_tag takes an FGameplayTag (circular).
Use VibeUE's escape hatch: unreal.GameplayTagService.request_tag("A.B.C") returns the real
registered tag VALUE (invalid tag for unknown names — check with
GameplayTagLibrary.is_gameplay_tag_valid), and request_tag_container([...]) batches into a
container. That unlocks every tag-typed API: asc.has_matching_gameplay_tag,
send_gameplay_event_to_actor, assign_tag_set_by_caller_magnitude, tag-keyed TMap
authoring, and tag queries. For pure READS the Epic inspector GetActiveTags also returns tag
names as strings without needing tag values.asc.get_owned_gameplay_tags() is NOT exposed. Use the inspector.BlueprintCallables that take a class work fine:
asc.try_activate_ability_by_class(unreal.MyGA_Class) — this is the reliable Python path to
drive abilities in PIE (it bypasses any component-level gates, which makes tests deterministic).execute_python_code call happen in the same frame — no
timers tick and no GE durations expire between them. Exploit this to hit caps/lockouts
deterministically instead of sleeping wall-clock time.import unreal, json
world = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).get_game_world()
pawn = unreal.GameplayStatics.get_player_pawn(world, 0)
ref = json.dumps({"actor": {"refPath": pawn.get_path_name()}})
for tool in ["GetAttributeValues", "GetActiveTags", "GetActiveEffects", "GetGrantedAbilities"]:
r = unreal.ToolsetRegistry.execute_tool("GASToolsets.AbilitySystemInspectorToolset", tool, ref)
print(tool, r.get_value_as_json_string())
# drive an ability and re-inspect IN THE SAME CALL for deterministic assertions
asc = unreal.AbilitySystemLibrary.get_ability_system_component(pawn)
asc.try_activate_ability_by_class(unreal.MyGA_Fire)Damage through the classic funnel also exercises GE pipelines when the project routes
TakeDamage into effects: unreal.GameplayStatics.apply_damage(actor, 25.0, None, None, None).
UGameplayEffect::FindOrAddComponent/AddComponent in a GE constructor — they
NewObject with an empty name, which fatal-asserts at CDO construction and kills the editor on
module load. In constructors use
CreateDefaultSubobject<UTargetTagsGameplayEffectComponent>(TEXT("TargetTags")), call
SetAndApplyTargetTagChanges(...), then GEComponents.Add(...) (protected — do it inside the
class).CommitAbility alone applies a 0-magnitude spec and logs a
warning. Override ApplyCost/ApplyCooldown, build the spec with
MakeOutgoingGameplayEffectSpec, SetSetByCallerMagnitude(tag, value), then
ApplyGameplayEffectSpecToOwner.AbilityTags is deprecated in 5.5+ — call SetAssetTags(container) in the constructor.NonInstanced instancing is deprecated — default to InstancedPerActor.UAbilitySystemGlobals::Get().InitGlobalData() must run once at startup (GameInstance::Init /
AssetManager) or target data and montage prediction fail silently.[/Script/GameplayAbilities.AbilitySystemGlobals] +GameplayCueNotifyPaths=/Game/GameplayCues
in DefaultGame.ini, or the cue manager scans all of /Game/ (startup warning + cost).After authoring: compile (unreal.BlueprintEditorLibrary.compile_blueprint), then prove behavior
in PIE with the inspector — a successful tool call is not evidence. Attribute deltas, active-tag
presence, and effect duration/stack readouts are the evidence to report.
© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in Content/Skills/gas of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Gas 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 |
|---|---|---|---|---|---|---|
| Gas this skillkevinpbuckley/VibeUE | 730 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Bambu Studio AIheyixuan2/bambu-studio-ai | 223 | — | ~4.3k | Automated safety check: Pass | MIT | |
| Spine AnimationGenielabsOpenSource/spine-animation-ai | 521 | — | ~17k | Automated safety check: Pass | CC-BY-NC-4.0 | |
| Unreal BridgeTornLux/UnrealBridge | 306 | — | ~8.4k | Automated safety check: Notes | MIT |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
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.
heyixuan2/bambu-studio-ai
End-to-end 3D printing for Bambu Lab printers. An agent skill from heyixuan2/bambu-studio-ai.
GenielabsOpenSource/spine-animation-ai
Create Spine 2D skeletal animations from pre-existing character assets (separated body-part PNGs, atlas spritesheet, or a full character image).
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
0x0funky/agent-sprite-forge
Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.
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
Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with…. Gas is an agent skill from kevinpbuckley/VibeUE. Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with Blueprint/Object tools and Python.
Gas fits situations like: the user asks to add abilities; damage/buff effects; inspect a live ASC.
Run `npx skills add kevinpbuckley/VibeUE --skill gas -a claude-code`. Or copy the skill folder (Content/Skills/gas in kevinpbuckley/VibeUE) into .claude/skills/gas in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill gas -a codex`. Or copy the skill folder (Content/Skills/gas in kevinpbuckley/VibeUE) into .agents/skills/gas 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 gas -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gas, .gemini/skills/gas, .github/skills/gas and .opencode/skills/gas in your project.
SKILL.md names no scripts, command-line tools or credentials: Gas is instructions for the agent only. Our summary lists: Python 3.
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. Review the folder before installing.
Gas is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.8k tokens (SKILL.md is roughly 7.3k 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 Gas: Image to Three.js Model (img2threejs/img2threejs, 18k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Bambu Studio AI (heyixuan2/bambu-studio-ai, 223 stars) and Spine Animation (GenielabsOpenSource/spine-animation-ai, 521 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.