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.
Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API).
$ npx skills add kevinpbuckley/VibeUE --skill pcg -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE pcg --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/pcg .claude/skills/pcg && 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 "pcg" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/pcg into .claude/skills/pcg/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pcg", 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/pcgType 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 pcg -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE pcg --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/pcg .agents/skills/pcg && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "pcg" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/pcg into .agents/skills/pcg/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pcg", 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 pcg -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE pcg --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/pcg .cursor/skills/pcg && 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 "pcg" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/pcg into .cursor/skills/pcg/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pcg", 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/pcg--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 pcg -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE pcg --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/pcg .gemini/skills/pcg && 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 "pcg" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/pcg into .gemini/skills/pcg/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pcg", 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 pcgInstalls 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 pcg -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/pcg .github/skills/pcg && 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 "pcg" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/pcg into .github/skills/pcg/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pcg", 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 pcg -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 pcg --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/pcg .opencode/skills/pcg && 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 "pcg" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/pcg into .opencode/skills/pcg/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pcg", 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.
pcgCreate, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API).
Pcg is an agent skill from kevinpbuckley/VibeUE. Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API). Use when the user asks to build a PCG graph, add PCG nodes (Surface Sampler, Static Mesh Spawner, filters), wire PCG pins, place a PCGVolume and generate, or set up procedural scattering.
Its SKILL.md is about 1.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including scripts (for example `reference.md` and `workflows.md`).
It sits in Game Development. It works with Python. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.
8 steps, taken from the first numbered list in SKILL.md.
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.
Pcg loads about 1.7k tokens when it runs. Until then it costs about 86 tokens; SKILL.md has 506 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). 506 words, ~1,710 tokens.
.claude/skills/pcg/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.PCG (Procedural Content Generation) in UE 5.7 is production-ready and fully scriptable via
the PCGPythonInterop plugin. No VibeUE service wrapper is needed — the Python API is complete.
These are the mistakes that cause infinite retry loops. Check each one before executing:
Do not call discover_python_class or discover_python_function on any PCG class — this skill contains everything you need. Calling discover bloats context and causes content filter failures.
"Volume", not "In" — add_edge(input_node, 'In', sampler_node, 'Volume'). Using 'In' silently no-ops and produces 0 points.voxel_size is a Vector, not a float — set_editor_property('voxel_size', unreal.Vector(200, 200, 200)). Passing a float raises a TypeError.graph property on PCGComponent is protected — use pcg_comp.set_graph(graph), never set_editor_property('graph', ...).[type(n.get_settings()).__name__ for n in graph.nodes] first. Adding a node type that already exists creates duplicates that break wiring.save_asset then reload_packages every time. Without the reload the PCG graph editor window won't update and users will think nothing happened.PCGVolumeSamplerSettings with unbounded=True for empty or sparse levels.spawn_actor_from_class to place test cubes. Verify by checking ISM instance counts on the PCGVolume instead: sum(c.get_instance_count() for c in volume.get_components_by_class(unreal.InstancedStaticMeshComponent)).Both plugins must be enabled in the project's .uproject:
{ "Name": "PCG", "Enabled": true },
{ "Name": "PCGPythonInterop", "Enabled": true }Verify they're loaded before executing:
import unreal
assert hasattr(unreal, 'PCGGraph'), "PCG plugins not enabled — check .uproject"import unreal
factory = unreal.PCGGraphFactory()
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
graph = asset_tools.create_asset('MyPCGGraph', '/Game/PCG', unreal.PCGGraph, factory)
unreal.EditorAssetLibrary.save_asset('/Game/PCG/MyPCGGraph')import unreal
graph = unreal.EditorAssetLibrary.load_asset('/Game/PCG/MyPCGGraph')
# graph is a PCGGraph — access nodes, input_node, output_node directlyOr search first with the Asset Registry (or Epic's AssetTools toolset):
ar = unreal.AssetRegistryHelpers.get_asset_registry()
hits = ar.get_assets_by_class(unreal.TopLevelAssetPath("/Script/PCG", "PCGGraph"))⚠️
PCGGraph.is_standalone_graphis deprecated (issue #465) — it logs a deprecation warning in 5.8. Use the graph'sGraphUsageContext/ usage flags instead ofis_standalone_graphto tell a top-level graph from a subgraph.
Use add_node_of_type(SettingsClass) — returns a (PCGNode, PCGSettings) tuple.
All Settings classes are direct attributes of the unreal module — no find_class needed:
import unreal
# Surface Sampler node
node, settings = graph.add_node_of_type(unreal.PCGSurfaceSamplerSettings)
settings.set_editor_property('points_per_squared_meter', 5.0)
settings.set_editor_property('point_extents', unreal.Vector(50, 50, 50))
node.set_node_position(200, 0)
# Static Mesh Spawner node
spawner_node, spawner_settings = graph.add_node_of_type(unreal.PCGStaticMeshSpawnerSettings)
spawner_node.set_node_position(500, 0)Settings can also be read/written after creation via node.get_settings():
settings = node.get_settings()
settings.set_editor_property('unbounded', True)
print(settings.get_editor_property('points_per_squared_meter'))node.get_editor_property('node_title') is None by default. Identify nodes by their settings class:
for node in graph.nodes:
print(type(node.get_settings()).__name__)Note: the nodes array does not include the graph's Input and Output nodes.
Access those via graph.get_input_node() and graph.get_output_node().
import unreal
node_types = sorted([x for x in dir(unreal) if x.endswith('Settings') and 'PCG' in x])
print(node_types)| Task | Sub-doc | Sample script |
|---|---|---|
| Create / load a PCG graph | (above) | scripts/build_pcg_graph.txt |
| Add / identify / discover nodes | (above) | scripts/build_pcg_graph.txt |
| Connect pins / position / remove | workflows.md | scripts/build_pcg_graph.txt |
| Place a PCGVolume and generate | workflows.md → Placing a PCGVolume | — |
| Surface Sampler → Mesh Spawner | workflows.md → Full Example | — |
| Settings property names / SMS config | reference.md | — |
workflows.md — pin inspection/connection, node positioning/removal, editor notify, save/delete,
placing a PCGVolume + generating, the full surface-sampler→mesh-spawner example, subgraphs.reference.md — settings property names, lowercase struct properties, Static Mesh Spawner config,
common node settings classes.execute_python_code)scripts/build_pcg_graph.txt — create a PCG graph and add Surface Sampler + Static Mesh Spawner nodes (native PCG API).© 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 3 other files (scripts) in Content/Skills/pcg of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Pcg 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 |
|---|---|---|---|---|---|---|
| Pcg this skillkevinpbuckley/VibeUE | 730 | — | ~1.7k | 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
Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API). Pcg is an agent skill from kevinpbuckley/VibeUE. Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API).
Pcg fits situations like: the user asks to build a PCG graph; add PCG nodes (Surface Sampler; static Mesh Spawner; place a PCGVolume and generate.
Run `npx skills add kevinpbuckley/VibeUE --skill pcg -a claude-code`. Or copy the skill folder (Content/Skills/pcg in kevinpbuckley/VibeUE) into .claude/skills/pcg in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill pcg -a codex`. Or copy the skill folder (Content/Skills/pcg in kevinpbuckley/VibeUE) into .agents/skills/pcg 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 pcg -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/pcg, .gemini/skills/pcg, .github/skills/pcg and .opencode/skills/pcg in your project.
SKILL.md names no scripts, command-line tools or credentials: Pcg 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Pcg is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.7k tokens (SKILL.md is roughly 6.8k 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 Pcg: 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.