Agent skill

Uv Mapping

by kevinpbuckley in kevinpbuckley/VibeUE

Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService).

MITAuto-check passedGame Development

Install Uv Mapping

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

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

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE uv-mapping --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/uv-mapping .claude/skills/uv-mapping && 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
uv-mapping
GitHub stars
730
Token cost
~4.8k tokens
SKILL.md length
1,678 words
Files
2 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService).

  • Works in 2 steps: Per-actor child Material Instance with… → World-aligned / triplanar material. A…
  • The user asks to check/add/remove UV channels
  • SKILL.md covers When NOT to Use This Service, Critical Rules, Per-Region UV Edits… and Common Mistakes to Avoid, plus 3 more sections
  • Auto-unwrap UVs

What it does

Uv Mapping is an agent skill from kevinpbuckley/VibeUE. Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService). Use when the user asks to check/add/remove UV channels, auto-unwrap UVs, transform (tile/offset/rotate) UVs, check UV health/islands, or export a UV layout image.

Its SKILL.md is about 4.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including scripts.

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

When your agent uses it

  • The user asks to check/add/remove UV channels
  • Auto-unwrap UVs
  • Transform (tile/offset/rotate) UVs
  • Check UV health/islands

Example prompts

  • “/uv-mapping”

Requirements

  • Python 3

Workflow steps

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

  1. Per-actor child Material Instance with Tiling overridden. If the parent material exposes a Tiling scalar (Megascans M_MS_Srf does), create…
  2. World-aligned / triplanar material. A material that samples textures projected from world axes and blends by world normal. Every face on…

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Uv Mapping loads about 4.8k tokens when it runs. Until then it costs about 68 tokens; SKILL.md has 1,678 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~68
When it runs · the whole SKILL.md, loaded when a task matches
~4.8k

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). 1,678 words, ~4,792 tokens.

Download SKILL.mdSave it as .claude/skills/uv-mapping/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
uv-mapping
description
Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService). Use when the user asks to check/add/remove UV channels, auto-unwrap UVs, transform (tile/offset/rotate) UVs, check UV health/islands, or export a UV layout image.
display_name
UV Mapping
vibeue_classes
UVMappingService
unreal_classes
StaticMesh, MeshDescription, StaticMeshAttributes, StaticMeshOperations
keywords
uv, uvs, uv mapping, uv channel, lightmap, lightmap uvs, unwrap, auto unwrap, texel density, uv overlap, uv layout, retopo uvs, texture coordinates, uv pack

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

UV Mapping Skill

For seams on imported organic assets, first distinguish UV boundaries from split corner normals, image-border wrapping and invalid material-section indices. See the materials skill's references/generated-organic-surfaces.md and the asset-management skill's references/mesh-reimport-materials.md. Do not unwrap an approved mesh merely because its shading has a sharp band.

UVMappingService provides automation-grade UV channel manipulation for StaticMesh assets in UE 5.7+. The service is built around mesh-description editing and post-build commits — every mutation marks the package dirty and rebuilds render data, but does not save. Follow with unreal.EditorAssetLibrary.save_asset(mesh_path) once you finish a batch.

When NOT to Use This Service

UV transforms are the wrong tool for fixing a tiling material that looks bad on a basic shape (cube, sphere, cylinder, cone). Symptoms that say "this is not a UV problem":

  • "The bricks face the wrong way on this face."
  • "The bricks tile fine on the side but look stretched on the cap."
  • "It tiles correctly on one shape but not another with the same material."

These are material-orientation problems, not UV-layout problems. A single 2D UV transform can't satisfy multiple face orientations on a 3D shape — whichever projection you pick, at least one face will be wrong. Reach for one of these instead:

  1. Per-actor child Material Instance with Tiling overridden. If the parent material exposes a Tiling scalar (Megascans M_MS_Srf does), create a child MI with the right multiplier and assign it to the specific actor. The mesh keeps its stock UVs.
  2. World-aligned / triplanar material. A material that samples textures projected from world axes and blends by world normal. Every face on every shape shows correctly oriented bricks at the right size, regardless of mesh UVs. UE provides /Engine/Functions/Engine_MaterialFunctions02/Texturing/WorldAlignedTexture and WorldAlignedNormal for this.

UVMappingService is the right tool for:

  • Generating lightmap UVs / fixing lightmap overlaps
  • Repairing imported broken UVs (no UVs at all, gigantic UVs, scrambled layouts)
  • Adding a detail-texture UV channel that needs different tiling than channel 0
  • Texel-density auditing
  • UV layout export for documentation
  • Channel lifecycle (add / remove / copy / set count)

If the user asks to "fix UVs" on a basic shape with a tiling material, ask whether they want material-side or mesh-side first — defaulting to mesh-side will burn iterations.

Critical Rules

StaticMesh Only (Mostly)

Detailed inspection and all mutating operations target UStaticMesh. SkeletalMesh meshes are accepted by list_uv_channels and mesh_has_uv_channel for read-only channel counts but all other methods will fail on skeletal meshes — the editing path goes through FSkeletalMeshLODModel and is not yet implemented. If you're prompted to UV-map a skeletal mesh, stop and tell the user.

Save After Edits

UVMappingService calls MarkPackageDirty() and PostEditChange() on every successful mutation but does not save. After a batch of edits:

python
unreal.UVMappingService.set_lightmap_settings("/Game/Meshes/SM_Wall", 1, 0, 128, True)
unreal.UVMappingService.generate_lightmap_uvs("/Game/Meshes/SM_Wall", 0, 1, 1.0)
# Save once at the end:
unreal.EditorAssetLibrary.save_asset("/Game/Meshes/SM_Wall")
Health Check Before Editing

Always run get_uv_health first. It is a single call that tells you channel count, lightmap config, overlap status, and texel density per channel. This prevents wasted work like generating lightmap UVs into an index that already has good UVs.

Lightmap Channel Convention

By UE convention:

  • Channel 0 holds the texture/material UVs.
  • Channel 1 is the lightmap UV channel.
  • LightMapCoordinateIndex on the static mesh must point at the lightmap channel.

generate_lightmap_uvs automatically sets LightMapCoordinateIndex = DestUVIndex for you. remove_uv_channel adjusts it if you remove a channel above or at the lightmap.

Channel 0 Cannot Be Removed

remove_uv_channel rejects channel 0 — every static mesh must have at least one UV channel. To replace channel 0's contents, use auto_unwrap_uvs or copy_uv_channel.

MAX_MESH_TEXTURE_COORDS_MD = 8

Static meshes support at most 8 UV channels. add_uv_channel returns failure beyond this limit; set_uv_channel_count rejects counts > 8.

Overlap Detection Is Heuristic

OverlapPercent uses an O(N²) AABB-overlap heuristic on triangle UV bounding boxes, capped at 5,000 triangles. Above the cap, the field returns -1.0 to signal "skipped." It produces conservative false positives (touching but non-overlapping AABBs) — use it as a smoke test, not a precise measurement.

Pack Is Fit-To-Square, Not True Island Packing

pack_uvs rescales the entire channel's UV bounds into [padding, 1-padding]^2. It does not detect connected islands and shelf-pack them. For real island packing, run auto_unwrap_uvs with Box projection first — that produces island-shaped charts the engine packs internally.


Per-Region UV Edits (Artist-Grade)

For meshes where one face/region needs a different UV transform than the rest (e.g. a thin disc whose side strip distorts a wall texture while the cap looks fine), use the per-region transforms. They apply an affine transform to a subset of vertex instances, leaving everything else untouched.

Filter By Vertex Normal Direction

transform_u_vs_by_normal(mesh, lod, channel, axis_x, axis_y, axis_z, min_dot, max_dot, scale_u, scale_v, rotation_degrees, offset_u, offset_v)

Applies the affine transform only to vertex instances whose normal, dotted with the given axis, falls in [min_dot, max_dot]. Common windows for axis = world +Z (0,0,1):

WindowSelects
min_dot=0.5, max_dot=1.0Top (upward-facing)
min_dot=-1.0, max_dot=-0.5Bottom (downward-facing)
min_dot=-0.5, max_dot=0.5Sides (horizontal-pointing)
min_dot=0.7, max_dot=1.0Strict "up" only

count_vertices_by_normal(mesh, lod, axis_x, axis_y, axis_z, min_dot, max_dot) previews the selection without modifying anything — call it first to verify your filter is selecting the right region.

Worked example — fix a thin disc's side strip aspect ratio while leaving the cap correct:

python
# Disc: scale (2.5, 2.5, 0.4), so world dimensions 250cm wide × 40cm tall.
# Side strip is 785cm (circumference) × 40cm (height) — 20:1 aspect.
# Cap is 250×250cm — 1:1 aspect.
# With a uniform brick material at Tiling=4, the cap renders correct bricks
# but the side renders as horizontal pinstripes.

# Step 1: confirm the filter selects only the side
side = unreal.UVMappingService.count_vertices_by_normal(
    "/Game/Meshes/SM_Disc", 0,  0,0,1,  -0.5, 0.5)
print(f"side vertex instances: {side}")  # ~960 for engine cylinder

# Step 2: scale U on the side only by 20x to bring tile aspect back to ~1:1
unreal.UVMappingService.transform_u_vs_by_normal(
    "/Game/Meshes/SM_Disc", 0, 0,
    0,0,1,        # axis = world Z
    -0.5, 0.5,    # side selector
    scale_u=20.0, scale_v=1.0,  # only U
)
unreal.EditorAssetLibrary.save_asset("/Game/Meshes/SM_Disc")

💡 Which axis to scale: figure out the world-space aspect of the misbehaving region, then scale UVs to compensate. If a region is 20× wider than tall in world, scale U by 20× to make the brick texture tile 20× more in U than V — bricks now appear correctly proportioned.

Show full SKILL.md (726 more words)Show less
UV Islands (Most Robust Per-Region Filter)

Use identify_uv_islands + transform_uv_island when normal-direction or polygon-group filters can't cleanly separate the regions you want to operate on (e.g. an irregular mesh, or a UV layout where similar-normal faces are still distinct islands).

identify_uv_islands(mesh, lod, channel) returns an array of FUVIslandInfo, one per connected UV island. Two vertex instances are in the same island iff they're reachable through triangles with no UV seam between them.

python
islands = unreal.UVMappingService.identify_uv_islands("/Game/Meshes/SM_Disc", 0, 0)
for i in islands:
    n, c = i.average_normal, i.world_center
    print(f"Island {i.island_id}: tris={i.triangle_count} VIs={i.vertex_instance_count} "
          f"bounds=({i.min_u:.2f},{i.min_v:.2f})..({i.max_u:.2f},{i.max_v:.2f}) "
          f"normal=({n.x:.2f},{n.y:.2f},{n.z:.2f}) center=({c.x:.0f},{c.y:.0f},{c.z:.0f})")

Each island carries its own bounds, area, average world-space center and average normal — use those fields to identify which island is which. For a simple cylinder you'll get 3 islands: top cap (normal ≈ +Z), bottom cap (normal ≈ -Z), and the side strip (largest triangle count).

Once you've identified the island, transform just it:

python
# Example: scale only the side strip's UV U by 4x — caps and other islands untouched
side = max(islands, key=lambda i: i.triangle_count)
unreal.UVMappingService.transform_uv_island(
    "/Game/Meshes/SM_Disc", 0, 0, side.island_id,
    scale_u=4.0, scale_v=1.0)

Island ids are stable as long as the mesh's UV topology hasn't changed since identify_uv_islands was called. If you re-run an auto_unwrap / pack / structural change, call identify_uv_islands again for fresh ids before transforming.

Filter By Polygon Group (Material Slot)

transform_u_vs_by_polygon_group(mesh, lod, channel, polygon_group_name, scale_u, scale_v, rotation_degrees, offset_u, offset_v)

Applies the transform only to triangles in the named polygon group (typically a material slot). Use when the mesh has clean per-section slots — e.g. a wall with separate body and trim material slots, where you want different tiling per slot but the same base material.

list_polygon_groups(mesh, lod) returns the slot names available on a LOD. The engine basic shapes have just one slot (DefaultMaterial), so this filter is most useful on imported meshes with authored slots.

python
groups = unreal.UVMappingService.list_polygon_groups("/Game/Meshes/SM_Wall", 0)
# ['Body', 'Trim']
unreal.UVMappingService.transform_u_vs_by_polygon_group(
    "/Game/Meshes/SM_Wall", 0, 0, "Trim",
    scale_u=2.0, scale_v=2.0,  # 2x denser bricks on trim only
)

Common Mistakes to Avoid

WRONGCORRECT
result.success returning False but no error stringCheck result.message — every failure includes a reason
Generating lightmap UVs without setting MinChartSpacingPercentPass at least 1.0 for typical meshes; smaller values pack tighter but risk bleeding
Calling transform_uvs on the lightmap channelAvoid — transforms break the channel's [0,1] packing. Use it on material UV channels only
Forgetting to save after editsAdd unreal.EditorAssetLibrary.save_asset(...) after the batch
Editing UVs on a skeletal meshNot supported — only StaticMesh works
Setting LightMapCoordinateIndex past the channel countUse set_uv_channel_count first, or add_uv_channel

Return Types — Exact Properties

FUVMappingResult (every mutating call)
PropertyTypeDescription
successboolTrue iff the operation completed
mesh_pathstrEchoes the input path
messagestrFailure reason or success summary
FUVChannelInfo (list_uv_channels, get_uv_channel_info)
PropertyTypeDescription
lod_indexintLOD this channel belongs to
channel_indexintUV channel (0..7)
vertex_instance_countintNumber of vertex instances
triangle_countintNumber of triangles
min_u, min_v, max_u, max_vfloatUV bounding box
overlap_percentfloat% of triangles with overlapping UV AABB. -1 if mesh too large (>5000 tris)
in_unit_square_percentfloat% of vertex UVs inside [0,1]^2
texel_density1kfloatAvg texels/UE-unit at 1024px reference
FUVHealthReport (get_uv_health)
PropertyTypeDescription
mesh_pathstr
lod_countint
lightmap_coordinate_indexintThe channel lightmaps sample at runtime
light_map_resolutionintPer-mesh lightmap texel size
b_generate_lightmap_uvsboolLOD 0 BuildSettings flag
channelslist[FUVChannelInfo]Per-LOD per-channel stats
b_lightmap_has_overlapsboolTrue if the lightmap channel has any AABB overlap
warningslist[str]Human-readable warnings
FUVLightmapSettings (get_lightmap_settings)
PropertyTypeDescription
b_generate_lightmap_uvsboolLOD 0 BuildSettings flag
source_lightmap_indexintUV channel the generator reads seams from
destination_lightmap_indexintUV channel the generator writes into
lightmap_coordinate_indexintRuntime sample channel
light_map_resolutionintMesh-level lightmap resolution
min_lightmap_resolutionintMin allowed lightmap resolution

Workflows

Workflow: Generate Lightmap UVs for a Newly Imported Mesh
python
import unreal

mesh = "/Game/Meshes/SM_Wall"

# 1. Health check
ok, health = unreal.UVMappingService.get_uv_health(mesh)
print(f"Channels found: {len(health.channels)}, lightmap idx: {health.lightmap_coordinate_index}")

# 2. Generate the lightmap channel (creates channel 1 if needed, sets LightMapCoordinateIndex=1)
result = unreal.UVMappingService.generate_lightmap_uvs(
    mesh,
    source_uv_index=0,
    dest_uv_index=1,
    min_chart_spacing_percent=1.0,
)
print(f"GENERATED: {result.message}")

# 3. Configure lightmap resolution (256 for hero props, 64 for background)
unreal.UVMappingService.set_lightmap_settings(mesh, 1, 0, 128, True)

# 4. Save
unreal.EditorAssetLibrary.save_asset(mesh)

# 5. Verify
ok, health = unreal.UVMappingService.get_uv_health(mesh)
assert not health.b_lightmap_has_overlaps, "Lightmap still has overlaps after generation"
Workflow: Add a Detail-Texture UV Channel and Tile It
python
import unreal

mesh = "/Game/Meshes/SM_Wall"

# Add channel 2 if not present
if not unreal.UVMappingService.mesh_has_uv_channel(mesh, 0, 2):
    r = unreal.UVMappingService.add_uv_channel(mesh, 0)
    print(f"ADDED: {r.message}")

# Copy material UVs (channel 0) into channel 2 as a starting point
r = unreal.UVMappingService.copy_uv_channel(mesh, 0, 0, 2)
print(f"COPIED: {r.message}")

# Tile by 4 (scale UVs)
r = unreal.UVMappingService.transform_uvs(mesh, 0, 2, scale_u=4.0, scale_v=4.0)
print(f"TILED: {r.message}")

unreal.EditorAssetLibrary.save_asset(mesh)
Workflow: Auto-Unwrap a Mesh That Imported with Bad UVs
python
import unreal

mesh = "/Game/Meshes/SM_RuinPiece"

# Box projection produces clean per-face charts on chunky props
r = unreal.UVMappingService.auto_unwrap_uvs(
    mesh, lod_index=0, channel_index=0,
    projection_type="Box",
    hard_angle_threshold=66.0,
)
print(f"UNWRAPPED: {r.message}")

# Pack the result tightly
r = unreal.UVMappingService.pack_uvs(mesh, 0, 0, padding_percent=1.0)
print(f"PACKED: {r.message}")

# Regenerate the lightmap channel from the new charts
unreal.UVMappingService.generate_lightmap_uvs(mesh, 0, 1, 1.0)

unreal.EditorAssetLibrary.save_asset(mesh)
Workflow: Visual UV Inspection (AI-Friendly)
python
import unreal, os

mesh = "/Game/Meshes/SM_Wall"
out = os.path.join(os.environ["TEMP"], "uv_layout.png")

r = unreal.UVMappingService.export_uv_layout_image(
    mesh, lod_index=0, channel_index=1, output_path=out, image_size=1024)
print(f"EXPORTED: {r.message}")
# Then read the PNG back to inspect it visually (Read the file path directly,
# or surface it through the engine's screenshot/image toolset).
Workflow: Batch Lightmap Pass on All Meshes in a Folder
python
import unreal

results = unreal.EditorAssetLibrary.list_assets("/Game/Meshes/Architecture")
for asset in results["assets"]:
    if asset["asset_class"] != "StaticMesh":
        continue
    path = asset["asset_path"]

    ok, health = unreal.UVMappingService.get_uv_health(path)
    if health.b_lightmap_has_overlaps or not health.b_generate_lightmap_uvs:
        unreal.UVMappingService.generate_lightmap_uvs(path, 0, 1, 1.0)
        unreal.UVMappingService.set_lightmap_settings(path, 1, 0, 128, True)
        unreal.EditorAssetLibrary.save_asset(path)
        print(f"FIXED: {path}")
    else:
        print(f"OK:    {path}")

Property Formats

Projection Types (auto_unwrap_uvs)

String, case-insensitive:

  • "Planar" — projects along world +Z. Best for flat panels.
  • "Box" — six-axis projection with seams along sharp edges. Best general-purpose unwrap.
  • "Cylindrical" — wraps around world Z axis. Best for tubes / columns.
Min Chart Spacing (generate_lightmap_uvs)

Float, percent of UV space (0.5..2.0 typical):

  • 0.5 — tight packing, risk of bleeding at low lightmap resolution
  • 1.0 — default, safe for 64–128 lightmap resolution
  • 2.0 — generous, good for 32 resolution background props
Lightmap Resolution (set_lightmap_settings)

Power of two preferred:

  • 32–64 — background / non-hero
  • 128 — typical world geometry
  • 256–512 — hero props, large architecture

Verification After Edits

For lightmap-related changes, always re-run get_uv_health after the save to verify:

python
ok, health = unreal.UVMappingService.get_uv_health(mesh)
assert ok
assert not health.b_lightmap_has_overlaps
assert health.lightmap_coordinate_index == 1

For unwrap operations, export the layout PNG and visually inspect it (read the PNG back, or surface it through the engine's screenshot/image toolset) — the cheapest way to confirm the unwrap looks reasonable.

Sample scripts (run via execute_python_code)

  • scripts/inspect_uvs.txt — inspect UV channels/health and export a UV layout image.

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (scripts) in Content/Skills/uv-mapping of kevinpbuckley/VibeUE.

  • SKILL.md
  • scripts/inspect_uvs.txt

Open the folder on GitHubat commit dc051be

Compare with similar skills

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    730 GitHub stars~3.2k tokensUpdated 2 days ago
    Auto-check passed
  • 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.

    730 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.

    730 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.

    730 GitHub stars~2.4k tokensUpdated 2 days ago
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Questions about Uv Mapping

What does Uv Mapping do?

Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService). Uv Mapping is an agent skill from kevinpbuckley/VibeUE. Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService).

When should I use Uv Mapping?

Uv Mapping fits situations like: the user asks to check/add/remove UV channels; auto-unwrap UVs; transform (tile/offset/rotate) UVs; check UV health/islands.

How do I install Uv Mapping in Claude Code?

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

How do I install Uv Mapping in Codex?

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

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

What does Uv Mapping need to run?

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

Does Uv Mapping 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 Uv Mapping 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 Uv Mapping use?

Uv Mapping 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 Uv Mapping use?

About 4.8k tokens (SKILL.md is roughly 19k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Uv Mapping?

Skills that share tags, products or a category with Uv Mapping: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Uv Mapping?

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.