Agent skill

Materials

by kevinpbuckley in kevinpbuckley/VibeUE

Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService).

MITAuto-check passedGame Development

Install Materials

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

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

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE materials --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/materials .claude/skills/materials && 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
materials
GitHub stars
726
Token cost
~5.3k tokens
SKILL.md length
1,572 words
Files
8 (incl. scripts, references)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService).

  • Works in 6 steps: Export the graph JSON and review… → Plan your changes — identify which nodes… → Disconnect existing connections if… → …
  • The user asks to create
  • SKILL.md covers Critical Rules, Task Index, Sub-docs and Verification, plus 2 more sections
  • Edit a material/material instance

What it does

Materials is an agent skill from kevinpbuckley/VibeUE. Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a material graph. For landscape materials load landscape-materials. Also use for generated organic PBR detail, texture seams, projection coordinates, and surface-normal diagnosis.

Its SKILL.md is about 5.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 9 other files, including scripts and reference files (for example `reference.md`, `references/generated-organic-surfaces.md` and `workflows.md`).

It sits in Game Development, covering Shaders. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to create
  • Edit a material/material instance
  • Wire material nodes
  • Add material parameters

Example prompts

  • “/materials”

Requirements

  • Python 3

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. Export the graph JSON and review expressions + connections
  2. Plan your changes — identify which nodes to keep, replace, or add
  3. Disconnect existing connections if needed before reconnecting
  4. Add only the new nodes that don't already exist
  5. Reconnect outputs to their correct sources
  6. Compile and save

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 4 files 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

Materials loads about 5.3k tokens when it runs, and up to ~6k if it reads all its reference files. Until then it costs about 127 tokens; SKILL.md has 1,572 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~127
When it runs · the whole SKILL.md, loaded when a task matches
~5.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6k

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). 1,572 words, ~5,332 tokens.

Download SKILL.mdSave it as .claude/skills/materials/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.
name
materials
description
Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a material graph. For landscape materials load landscape-materials. Also use for generated organic PBR detail, texture seams, projection coordinates, and surface-normal diagnosis.
display_name
Material System
vibeue_classes
MaterialService, MaterialNodeService
unreal_classes
EditorAssetLibrary
keywords
material, shader, expression, node, parameter, texture

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "materials-and-shaders"} 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.

Material System Skill

For generated textures on large organic surfaces, seams after triplanar projection, or overly strong tissue relief, read generated organic surfaces. For gray/default surfaces after mesh reimport, use the asset-management skill's LOD-section mapping helper before changing the shader or buying new textures.

Critical Rules

🚨 Connecting Function Call Inputs: Use Bare Names, Not Display Names

get_expression_pins(mat, expr_id) (MaterialNodeService) returns input pins with display labels including type suffixes like "TextureObject (T2d)", "TextureSize (V3)", "Use High Quality Normals (SB)". Connections are made through the engine MaterialTools.connect_expressions call, and UE's connect API matches against the bare input name only — never pass these display labels as to_input_name:

python
MT = "editor_toolset.toolsets.material.MaterialTools"
# ❌ WRONG — display label with type suffix; connection fails silently or gets ignored
call_tool(tool_name="connect_expressions", toolset_name=MT,
          arguments={"from_expression": src_id, "from_output_name": "",
                     "to_expression": fn_id, "to_input_name": "TextureObject (T2d)"})

# ✅ CORRECT — bare name
call_tool(tool_name="connect_expressions", toolset_name=MT,
          arguments={"from_expression": src_id, "from_output_name": "",
                     "to_expression": fn_id, "to_input_name": "TextureObject"})

The authoritative source for input names is get_function_info(function_path).inputs — those are the bare names (TextureObject, TextureSize, WorldPosition, etc.). For built-in expressions, use get_inputs_for_material_expression from unreal.MaterialEditingLibrary.

⚠️ Why this is easy to miss: get_expression_pins returns is_connected=True for both real and phantom connections, and our service used to silently produce phantom wires when given display names. The wires would appear in the graph export but the shader compiler would never see the texture flow through. Always verify with unreal.MaterialEditingLibrary.get_used_textures(mat) after wiring — if it returns 0 on a material that samples textures, your connections are phantom.

🚨 Verifying Wiring: Use get_material_diagnostics

MaterialNodeService.get_material_diagnostics(path) is the canonical way to verify a material is sampling textures and compiling cleanly. It returns the real compile errors, the textures the shader actually references, and node-type counts. Always run it after non-trivial graph rewiring:

python
diag = unreal.MaterialNodeService.get_material_diagnostics("/Game/Materials/M_Foo")
assert diag.success
print(f"compiled ok:                     {diag.is_compiled_ok}")
print(f"compile errors ({len(diag.compile_errors)}):")
for e in diag.compile_errors: print(f"  {e}")
print(f"referenced textures ({len(diag.referenced_texture_paths)}):")
for t in diag.referenced_texture_paths: print(f"  {t}")
print(f"expression count:                {diag.expression_count}")
print(f"texture sample count:            {diag.texture_sample_count}")
print(f"texture object parameter count:  {diag.texture_object_parameter_count}")
print(f"function call count:             {diag.function_call_count}")

Sample compile errors caught by this:

  • "(Function WorldAlignedTexture) (Node TextureSample) Sampler type is Color, should be Masks for /Game/.../T_xevtfjz_2K_ORM" — ORM/data textures need SAMPLERTYPE_Masks or SAMPLERTYPE_LinearColor, not the default SAMPLERTYPE_Color.
  • Type mismatch errors when wiring scalars to vector inputs without proper conversion.
  • Missing required inputs on function calls.

Why prefer this over the older signals:

unreal.MaterialEditingLibrary.get_used_textures(mat) is unreliable for multi-branch graphs (BC + Normal + ORM, or anything with ComponentMask after a function-call output). It returns 0 even when the material is sampling textures correctly. Don't use it as proof of broken wiring.

Visual confirmation via the material editor preview is also useful but harder. Asset-editor capture now goes through the engine EditorAppToolset (toolset_name EditorToolset.EditorAppToolset via call_tool) — it opens, focuses, and captures the asset editor. (The old unreal.ScreenshotService and its capture_asset_editor are gone.) After the capture, attach_image(...) the returned file to inspect it.

⚠️ Best-effort focus: when many asset editors are already open as tabs, the editor tab may not switch reliably. Close other asset editors first if the screenshot keeps catching the wrong tab:

python
ed = unreal.get_editor_subsystem(unreal.AssetEditorSubsystem)
for path in [other_open_paths]:
    ed.close_all_editors_for_asset(unreal.load_asset(path))
🚨 Tiling on Basic Shapes: Prefer a Child MI with Tiling Override

For Megascans M_MS_Srf and similar surface materials with a Tiling scalar parameter, the cleanest per-actor tiling fix is a child material instance with Tiling overridden — not a UV transform on the mesh. UV transforms apply to all faces uniformly and break orientation; the parent material's UV mapping is already correct per face.

python
# ✅ CORRECT pattern for "this disc shows brick too sparse / too dense"
# Material instances are created and overridden through the engine MaterialInstanceTools toolset.
MIT = "editor_toolset.toolsets.material_instance.MaterialInstanceTools"
call_tool(tool_name="create_material_instance", toolset_name=MIT,
          arguments={"parent_material": "/Game/Fab/Megascans/.../MI_xevtfjz",
                     "asset_name": "MI_xevtfjz_Disc", "folder_path": "/Game/Materials/"})
ip = "/Game/Materials/MI_xevtfjz_Disc"
call_tool(tool_name="set_scalar_parameter", toolset_name=MIT,
          arguments={"instance_path": ip, "parameter_name": "Tiling", "value": 4.0})
unreal.EditorAssetLibrary.save_asset(ip)
# assign ip to the actor

For triplanar / world-aligned (where the same material works on cube, sphere, cylinder with no UV concerns), build a master material wrapping WorldAlignedTexture / WorldAlignedNormal (functions live under /Engine/Functions/Engine_MaterialFunctions01/Texturing/). Use TextureObjectParameter (not TextureSampleParameter2D) to feed the TextureObject input on those functions — the function brings its own sampler. Feed TextureSize from a Constant3Vector or Multiply(Scalar, Constant3Vector(1,1,1)); a bare scalar will broadcast incorrectly to V3 in this input slot.

🚨 Inspect Before Modifying Existing Materials

Before adding, removing, or reconnecting nodes in an existing material, you MUST export and review the current graph first:

python
import unreal, json

path = "/Game/Materials/M_Existing"

# Step 1: Get high-level info (blend mode, shading model)
info = unreal.MaterialService.get_material_info(path)
print(f"Blend: {info.blend_mode}, Shading: {info.shading_model}")

# Step 2: Export the full node graph
graph = json.loads(unreal.MaterialNodeService.export_material_graph(path))
print(f"Expressions: {len(graph['expressions'])}")
print(f"Connections: {len(graph['connections'])}")
print(f"Output connections: {len(graph['output_connections'])}")

# Step 3: Review what already exists
for expr in graph['expressions']:
    name = expr.get('parameter_name') or expr.get('class')
    print(f"  [{expr['id']}] {expr['class']} - {name}")
for oc in graph['output_connections']:
    print(f"  Output '{oc['property']}' ← expr {oc['expression_id']}")

Why this matters:

  • The material may already have nodes connected to the output you want to modify
  • Blindly adding nodes creates duplicates and orphaned connections
  • You need to know what IDs exist so you can reconnect or replace, not just append
  • export_material_graph returns the ground truth — use it to plan your edits

Workflow for modifying existing materials:

  1. Export the graph JSON and review expressions + connections
  2. Plan your changes — identify which nodes to keep, replace, or add
  3. Disconnect existing connections if needed before reconnecting
  4. Add only the new nodes that don't already exist
  5. Reconnect outputs to their correct sources
  6. Compile and save
🚨 Return Types — create_parameter/create_function_call Return .id, NOT the Raw Object

Material/instance creation now goes through the engine toolsets (MaterialTools.create_material returns the Material object itself — not a result-with-.asset_path; MaterialInstanceTools creates the instance), so build the asset path yourself from folder_path + asset_name:

python
# Engine: create_material returns the Material object (no .asset_path) — reference by path you chose.
call_tool(tool_name="create_material",
          toolset_name="editor_toolset.toolsets.material.MaterialTools",
          arguments={"folder_path": "/Game/Materials/", "asset_name": "M_MyMat"})
path = "/Game/Materials/M_MyMat"

# Engine: create the instance via MaterialInstanceTools, then reference the path you chose.
call_tool(tool_name="create_material_instance",
          toolset_name="editor_toolset.toolsets.material_instance.MaterialInstanceTools",
          arguments={"parent_material": "/Game/Materials/M_Base",
                     "asset_name": "MI_Red", "folder_path": "/Game/Materials/"})
instance_path = "/Game/Materials/MI_Red"

The surviving VibeUE graph-authoring calls still return result objects — extract the field:

python
# create_parameter / create_function_call → MaterialExpressionInfo
expr = unreal.MaterialNodeService.create_parameter(path, "Vector", "BaseColor", "Surface", "1,0,0,1", -400, 0)
node_id = expr.id  # ← use .id, NOT expr itself

⚠️ Passing a MaterialExpressionInfo where a string is expected gives: TypeError: Nativize: Cannot nativize 'MaterialExpressionInfo' as 'String'

⚠️ Two Services
  • MaterialService - Create materials, instances, manage properties
  • MaterialNodeService - Build material graphs, expressions, parameters
⚠️ Compile After Graph Changes

Full graph workflow: create nodes → connect nodes → connect to material output → compile → save.

python
mns = unreal.MaterialNodeService
expr = mns.create_parameter(path, "Vector", "BaseColor", ...)

# Wire an expression output straight into a material output (BaseColor, Normal, Roughness, ...).
# output_name="" selects output 0; property accepts "BaseColor" or "MP_BaseColor" (case-insensitive).
mns.connect_expression_to_output(path, expr.id, "", "BaseColor")   # returns True only after a read-back
# ...and to clear it again:  mns.disconnect_output(path, "BaseColor")

unreal.MaterialService.compile_material(path)  # REQUIRED after graph changes
unreal.EditorAssetLibrary.save_asset(path)

⚠️ expr.id is session-specific ("<Class>_<pointer>") — it changes on editor restart. For a durable reference use expr.object_path, which every id-based call (connect_expression_to_output, get_expression_details, set_expression_property, ...) also accepts. Empty / bogus / foreign ids are now rejected (they used to silently resolve to expression index 0).

The engine's own MaterialTools.connect_to_output (call_tool, material_property="MP_BaseColor") still works and is interchangeable — use whichever fits the surrounding code.

⚠️ Parameter Types
TypeUseExample Value
ScalarSingle float0.5
VectorColor/vector(R=1.0,G=0.0,B=0.0,A=1.0)
TextureTexture parameter/Game/T_Diffuse.T_Diffuse
TextureObjectTexture object (no sampler)/Game/T_Diffuse.T_Diffuse
StaticSwitchStatic bool switchtrue or false
⚠️ Material Output Names
  • BaseColor, Metallic, Specular, Roughness
  • EmissiveColor, Normal, Opacity, OpacityMask
  • WorldPositionOffset, AmbientOcclusion
Show full SKILL.md (626 more words)Show less
⚠️ Discovering Node Types & Categories

To answer "what nodes / categories are available", use the MaterialNodeService discovery calls — do not hunt through discover_python_module or a material-editor palette API (there isn't a Python one):

python
# All material-expression categories (Math, Color, Constants, Coordinates, Parameters, ...)
cats = unreal.MaterialNodeService.get_categories()

# Search node types by name/category (returns MaterialExpressionTypeInfo:
#   class_name, display_name, category, description, is_parameter)
types = unreal.MaterialNodeService.discover_types(category="", search_term="Add", max_results=100)

To create a node, pass the bare class name minus the MaterialExpression prefix ("Add", "Multiply", "Constant3Vector", "OneMinus", "LinearInterpolate"/"Lerp") as expression_class to the engine MaterialTools.add_expression call (single node), or to the surviving MaterialNodeService.batch_create_expressions (many nodes in one transaction).

⚠️ Check Node Existence
python
# WRONG - crashes if not found
add_node = next((n for n in nodes if "Add" in n.display_name))

# CORRECT
add_node = next((n for n in nodes if "Add" in n.display_name), None)
if add_node:
    pins = unreal.MaterialNodeService.get_expression_pins(mat_path, add_node.id)
⚠️ Property Names

Use discover_python_class() first (batch: class_name='unreal.A, unreal.B'):

  • MaterialExpressionTypeInfo uses display_name, NOT name
  • MaterialOutputConnectionInfo uses connected_expression_id, NOT expression_id

Complete field lists (don't guess):

StructFields
MaterialExpressionInfo (from list_expressions / get_expression_info)id, class_name, display_name, category, description, pos_x, pos_y, is_parameter, parameter_name, input_names, output_names — the class is class_name, not expression_class
MaterialNodePropertyInfo (from expression property lists)name, value, property_type, is_editable — it's name here, not property_name
MaterialSummary (from MaterialService.summarize)material_name, material_path, blend_mode, shading_model, material_domain, two_sided, expression_count, parameter_count, parameter_names, key_properties, editable_properties — it's material_name/material_path/parameter_count, not name/path/num_parameters
MaterialDetailedInfo (from MaterialService.get_material_info)material_name, material_path, blend_mode, shading_model, material_domain, two_sided, expression_count, texture_sample_count, is_material_instance, parent_material, parameters — it's two_sided, not is_two_sided
MaterialPropertyInfo_Custom (from MaterialService.list_properties / get_property_info)property_name, display_name, property_type, current_value, allowed_values, category, is_editable, is_advanced — it's property_name/current_value, not name/value (differs from MaterialNodePropertyInfo above)
🚨 Setting Material Properties: set_property Takes Display OR Internal Name

MaterialService.set_property(path, name, value) / get_property accept either the editor display name ("Two Sided", "Blend Mode", "Opacity Mask Clip Value") or the internal property name ("TwoSided", "BlendMode", "OpacityMaskClipValue") — matching is case-insensitive and ignores spaces. Both of these work:

python
unreal.MaterialService.set_property(path, "Two Sided", "true")   # display name
unreal.MaterialService.set_property(path, "BlendMode", "BLEND_Masked")  # internal name
unreal.MaterialService.set_property(path, "OpacityMaskClipValue", "0.33")
unreal.MaterialService.compile_material(path)   # enum/blend changes need a recompile
unreal.MaterialService.save_material(path)

⚠️ set_property returns a bool (True/False), it does not raise on an unknown property — a False means the name didn't resolve or the value didn't parse. Don't assume success: check the return, or verify with get_property / summarize afterward. Enum values are the BLEND_* / MSM_* / MD_* identifiers (see below), not the friendly labels.

Discover legal enum values, don't guess: list_properties / get_property_info populate allowed_values for enum properties — including the classic TEnumAsByte ones (BlendMode, ShadingModel, MaterialDomain). Read them instead of probing unreal for the enum class:

python
for p in unreal.MaterialService.list_properties(path):
    if p.property_name == "BlendMode":
        print(p.allowed_values)
        # ['BLEND_Opaque','BLEND_Masked','BLEND_Translucent','BLEND_Additive', ...]

Common material property internal names: TwoSided, BlendMode, ShadingModel, MaterialDomain, OpacityMaskClipValue, bUsedWithStaticLighting, DitheredLODTransition.


Task Index

TaskWorkflowSample script
Create a material (+ params)workflows.md → Create a basic materialscripts/create_material.txt
Create a material instanceworkflows.md → Create a material instancescripts/create_instance.txt
Add texture / math / function / HLSL nodesworkflows.md—
Build a graph with batch opsworkflows.md → Batch create/connect/setscripts/material_graph_batch.txt
Inspect/export an existing graphreference.md → Export JSON schemascripts/export_graph.txt
Recreate a material from exportreference.md → Recreate from export—
Verify wiring / compileCritical Rules → get_material_diagnostics—

Sub-docs

  • workflows.md — create material/instance, texture/math/function/HLSL/collection/switch nodes, set properties, and batch create/connect/set.
  • reference.md — parameter types, output names, enum formats, the export_material_graph JSON schema, recreate-from-export steps, and Material Function authoring.

Verification

After non-trivial wiring run MaterialNodeService.get_material_diagnostics(path) and confirm is_compiled_ok and the expected referenced_texture_paths — do not rely on get_used_textures (unreliable for multi-branch graphs). compile_material + save_asset to persist.

  • landscape-materials — LandscapeLayerBlend nodes.
  • landscape-auto-material — production landscape materials (functions, RVT, instances).

Additional gotchas

  • StaticMesh.get_editor_property("static_materials") returns struct COPIES, so writing the array back is a silent no-op; use set_material(index, mat) and confirm with get_material(index).
  • MEL.set_material_instance_scalar_parameter_value returns False on success, and the static-switch setter returns False while the write still lands — verify by readback; MI reads return 0.0 and writes no-op while PIE runs.
  • Changing body_setup.collision_trace_flag does not rebuild the physics mesh; toggle StaticMeshEditorSubsystem.enable_section_collision off then on.
  • Enumerate expressions with ObjectIterator(unreal.MaterialExpression) filtered on path.startswith(mat_path + ":") (class-specific iterators miss nodes); delete_material_expression enables in-place rebuilds that keep instance overrides when parameter names match.
  • Pin names: StaticSwitchParameter inputs are True/False; LandscapeLayerBlend inputs are "Layer <name>"/"Height <name>"; LayerBlendInput fields are invisible to dir() but set_editor_property("layer_name"|"blend_type"|"preview_weight") works.
  • Gate optional master-material features behind STATIC switches (a scalar "off" still samples); measure with MEL.get_statistics. A material used on a Niagara sprite renderer needs bUsedWithNiagaraSprites.
  • Delete a material with AssetDiscoveryService.delete_asset_unattended; it refuses (and returns a result struct naming the holder) when the material is still referenced or held by a Python global, instead of wedging on a modal dialog.

© 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 7 other files (scripts, references) in Content/Skills/materials of kevinpbuckley/VibeUE.

  • SKILL.md
  • reference.md
  • references/generated-organic-surfaces.md
  • scripts/create_instance.txt
  • scripts/create_material.txt
  • scripts/export_graph.txt
  • scripts/material_graph_batch.txt
  • workflows.md

Open the folder on GitHubat commit dc051be

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  • Unreal Asset Import and Export

    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.

    726 GitHub stars~6.5k tokensUpdated 2 days ago
    Auto-check passed
  • Unreal Engine Settings Control

    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.

    726 GitHub stars~1.3k tokensUpdated 2 days ago
    Auto-check passed
  • Unreal Enhanced Input Setup

    kevinpbuckley/VibeUE

    Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.

    726 GitHub stars~2.4k tokensUpdated 2 days ago
    Auto-check passed

Questions about Materials

What does Materials do?

Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Materials is an agent skill from kevinpbuckley/VibeUE. Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService).

When should I use Materials?

Materials fits situations like: the user asks to create; edit a material/material instance; wire material nodes; add material parameters.

How do I install Materials in Claude Code?

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

How do I install Materials in Codex?

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

Can I use Materials 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 materials -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/materials, .gemini/skills/materials, .github/skills/materials and .opencode/skills/materials in your project.

What does Materials need to run?

SKILL.md names no scripts, command-line tools or credentials: Materials is instructions for the agent only. Our summary lists: Python 3.

Does Materials 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 Materials 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 Materials use?

Materials 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 Materials use?

About 5.3k tokens (SKILL.md is roughly 21k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 645 tokens, read only when the agent opens those files.

What are the alternatives to Materials?

Skills that share tags, products or a category with Materials: Pixijs (RSamaium/CanvasEngine, 401 stars), New Experiment (Tresjs/tres, 3.8k stars), Assets Shader List All (IvanMurzak/Unity-MCP, 4.4k stars) and Handle Sdr Tonemap Lut (clshortfuse/renodx, 4.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Materials?

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.