Vibe3D
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Procedural 3D modeling as an AI Editor Toolset for Unreal Engine 5.8 — Modeling Mode's operators (primitives, booleans, lofts, remeshing, UVs, baking, rigging, collision, LODs) on the native MCP endpoint, with a modeling agent skill.
Vibe3D
Procedural 3D modeling as an AI Editor Toolset for Unreal Engine 5.8. Vibe3D exposes the
operators behind Modeling Mode — primitives, booleans, lofts, poly-edit, remeshing, deformation,
voxels, UVs, baking, rigging, collision, LODs — as one AICallable service on Unreal's native
ToolsetRegistry / MCP endpoint, plus a companion agent skill that teaches the workflow.
An agent connected to the editor's MCP server can build, unwrap, bake, rig and save a mesh without a
viewport: meshes live in an in-editor session as integer handles wrapping a UDynamicMesh.
Install
cd <YourProject>/Plugins
git clone https://github.com/kevinpbuckley/Vibe3D.git
Build the project, then enable Vibe3D in Edit > Plugins (Editor category) and restart. Requires UE 5.8 with the engine plugins
GeometryScripting, ToolsetRegistry, PythonScriptPlugin and EditorScriptingUtilities
(all enabled automatically as dependencies). Works alongside VibeUE
but does not depend on it.
What you get
- Toolset
Vibe3D.ModelingServiceon the MCP endpoint (list_toolsets/describe_toolset) —
~120 tools. Same functions from Python:unreal.ModelingService.<snake_case>(...). - Skill
modeling(Content/Skills/modeling/SKILL.md): the session model, frame semantics for
sweeps and lofts, the texturing pipeline (islands → unwrap → pack → verify → masks → pixels →
detail normals), rigging control surfaces, gotchas. Registered at editor start; re-read with the
console commandVibe3D.ReloadSkills. get_dynamic_mesh(handle)hands the mesh to anyunreal.GeometryScript_*library for the long tail.- Agent guide: console command
Vibe3D.GenerateAgentConfig [ClaudeCode|Gemini|Codex|Hermes|Cursor|Copilot|All] [import]
writesContent/samples/AGENTS.md.sampleinto your project'sCLAUDE.md/GEMINI.md/AGENTS.md
(defaultAll) inside a<!-- BEGIN Vibe3D -->…<!-- END Vibe3D -->block, so re-running refreshes
only that block and leaves the rest of the file alone.importwrites a one-line@pathfor the
two clients that resolve imports (Claude Code, Gemini CLI).
Quick taste (editor Python):
import unreal
svc = unreal.ModelingService
h = svc.create_mesh().handle
svc.append_box(h, unreal.Transform(), 100, 60, 40)
svc.select_by_normal_angle(h, "top", unreal.Vector(0, 0, 1), 5)
svc.inset_faces(h, "top", 4); svc.extrude_faces(h, "top", -2)
svc.auto_uv(h, "XAtlas"); print(svc.get_uv_stats(h).message)
svc.save_mesh_to_static_mesh(h, "/Game/Props/SM_Crate", True, True, False, True)
svc.generate_collision("/Game/Props/SM_Crate", "ConvexHulls", 4)
Testing
- Automation:
Automation RunTests Vibe3D.Modeling(12 suites, self-provisioning; they write only under/Game/Developers/Vibe3DModelingTestsand delete it). The editor must be in the foreground — the
automation framework waits for an interactive frame rate. - Coverage: run
Content/Skills/modeling/scripts/exercise_all.txtas editor Python — it calls every
public function and ends withRESULT: PASS. - Agent prompts:
test_prompts/modeling/modeling_tests.md.
Layout
Vibe3D.uplugin
Source/Vibe3D/ module (registers UToolsetDefinition subclasses with the ToolsetRegistry)
Public/Vibe3D/UModelingService.h
Private/Vibe3D/UModelingService.cpp, ModelingServiceTests.cpp
Content/Skills/modeling/ SKILL.md + scripts/exercise_all.txt
Content/Python/init_unreal.py registers the skills as native AgentSkills
test_prompts/modeling/ sequential agent prompts covering every function
License
Copyright Buckley Builds LLC 2026. All rights reserved.
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