claudecodex

unreal-vfx

Unreal Engine 5.8 VFX pipeline via the native UE MCP (ModelContextProtocol plugin + VibeUE toolsets): Blueprint automation, PCG, actor operations, Sequencer, Python scripting.

17 on GitHubby Rob Williamsv2.4.0MITupdated 4 days agoVFX
/

Plugin unreal-vfx from marketplace vfx-agent-toolkit in sideshowroberto/vfx-agent-toolkit. Commands read from the repo's manifest — 4 days ago.

What it installs

Skills (4)

  • unreal-blueprint-automation

    Verified UE 5.8 Blueprint Python traps - bp.simple_construction_script and KismetSystemLibrary do not exist (use VibeUE BlueprintService), variables from add_member_variable are not instance-editable until set_blueprint_variable_instance_editable, EdGraphPinType(...) resets the MCP. Use when creatin

  • unreal-pcg-automation

    Verified UE 5.8 PCG Python traps - add_edge with a wrong pin label adds no edge and raises nothing, pin.label is protected (read it via properties), mesh entries ARE settable but descriptor needs get_editor_property, count instances on the volume ISM. Use when wiring PCG graph nodes, setting Static

  • unreal-project-preflight

    Checks and batch-fixes the Unreal project prerequisites a plan needs (plugins, project settings, editor config) as Step 0 before building. Use once an Unreal plan is approved, before MegaPlants, PCG, MRQ or ImagePlate work, or when a class, node or plugin is missing.

  • unreal-sequencer-automation

    Verified UE 5.8 Sequencer Python traps - add_key(FrameNumber(n)) keys DISPLAY-rate frame n (not ticks), get_channel_by_name does not exist, section.cast raises TypeError, cut cameras compare by guid, reads over MCP need a scrub first, ImagePlate is off by default. Use when keying channels, adding ca

MCP servers (1)

  • ue58-mcp

    connects to: http://127.0.0.1:8000/mcp

View source on GitHub

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