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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.

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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.ModelingService on 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 command Vibe3D.ReloadSkills.
  • get_dynamic_mesh(handle) hands the mesh to any unreal.GeometryScript_* library for the long tail.
  • Agent guide: console command Vibe3D.GenerateAgentConfig [ClaudeCode|Gemini|Codex|Hermes|Cursor|Copilot|All] [import] writes Content/samples/AGENTS.md.sample into your project's CLAUDE.md / GEMINI.md / AGENTS.md (default All) inside a <!-- BEGIN Vibe3D -->…<!-- END Vibe3D --> block, so re-running refreshes only that block and leaves the rest of the file alone. import writes a one-line @path for 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/Vibe3DModelingTests and 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.txt as editor Python — it calls every public function and ends with RESULT: 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.

About

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.

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