engine-settings

engine-settings is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 65 tokens per session (1,290 once invoked), scanned A, original, MIT.

A guide for changing Unreal Engine's core configuration, including rendering, physics, audio, memory cleanup, console variables, and quality levels. It explains which settings belong to Unreal Engine's built-in configuration tools and which remain available through the service described here.

In plain words
What is it for?
Use it to read or change Unreal Engine console variables, quality and scalability levels, raw INI configuration files, or saved engine configuration.
Why use it?
It prevents developers from using removed or incorrect setting interfaces after the Unreal Engine 5.8 configuration changes.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to read or change Unreal Engine console variables, quality and scalability levels, raw INI configuration files, or saved engine configuration.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/engine-settings
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add kevinpbuckley/VibeUE --skill engine-settings
Clone the repo
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for engine-settings

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/engine-settings.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/engine-settings)
Your own site
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/engine-settings"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/engine-settings.svg" alt="Measured on agentmods" height="20"></a>
Per session 65 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,290 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00065 $0.01290
Opus 5 $0.00032 $0.00645
Sonnet 5 $0.00013 $0.00258
Haiku 4.5 $0.00006 $0.00129

Measured 8d ago against content hash 91e59d26cb2d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

engine-settings scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Content/Skills/engine-settings/SKILL.md · 157 lines

How it starts

The opening of the file, as written. The whole thing — 157 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Engine Settings Skill

🔀 Registered settings moved to the engine. Category-based registered-setting access (list_categories / list_settings / get_setting / set_setting) is now Unreal 5.8's native ConfigSettingsToolset — reach it with call_tool (run describe_toolset on ConfigSettingsToolset for its actions/params). VibeUE's EngineSettingsService was trimmed to the delta the engine doesn't cover: console variables (cvars), scalability levels, raw engine INI read/write, and config save. Use those from execute_python_code as shown below.

Critical Rules

⚠️ CVars (VibeUE) vs Registered Settings (engine toolset)

  • CVars (console variables) → unreal.EngineSettingsService.get_console_variable / set_console_variable (kept in VibeUE).
  • Registered settings (category + key, e.g. RendererSettings) → engine ConfigSettingsToolset via call_tool. EngineSettingsService.get_setting / set_setting / list_categories / list_settings were removed in the 5.8 consolidation.
# CVars (names like r.ReflectionMethod) — VibeUE
value = unreal.EngineSettingsService.get_console_variable("r.ReflectionMethod")
unreal.EngineSettingsService.set_console_variable("r.ReflectionMethod", "1")

# Registered settings (category-based) — use the engine ConfigSettingsToolset via call_tool.
# Raw INI is also still available in VibeUE when you know the section/key:
value = unreal.EngineSettingsService.get_engine_ini_value(
    "/Script/Engine.RendererSettings", "bEnableRayTracing", "Engine.ini")

⚠️ Check Read-Only Before Setting CVars

info = unreal.ConsoleVariableInfo()
if unreal.EngineSettingsService.get_console_variable_info("r.MaxQualityMode", info):
    if not info.is_read_only:
        unreal.EngineSettingsService.set_console_variable(info.name, "1")

⚠️ Some Settings Require Restart

set_console_variable / set_engine_ini_value return an FEngineSettingResult whose requires_restart flag tells you whether the change takes effect immediately. (Registered-setting results come from the engine ConfigSettingsToolset instead.)

Read the full file on GitHub · 157 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 157 lines · 65 tokens per session scan A 91e59d26cb2d

Subscribe to this mod's changes

engine-settings is a skill published in the GitHub repository kevinpbuckley/VibeUE (656 stars, last pushed 4d ago), licensed MIT. It adds 65 tokens to every session and 1,290 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other skills, from other repositories

ue-mcp-blueprint

Use when authoring or modifying Unreal Blueprint assets through ue-mcp. Covers the read-then-write discipline, node/pin wiring, component (SCS) hierarchy, variables, interfaces, compilation, and the difference between pin defaults and linked inputs. Pulls in any time the user asks to create, edit, or inspect a…

db-lyon/ue-mcp · 74 tokens

ue-mcp-animation

Use when creating, modifying, retargeting, rigging, constraining, or validating skeletal animation through UE-MCP. Covers native UE 5.8 IK Rig and Retargeter authoring, the Control Rig begin/read/apply/bake loop, generic contact locks, per-rig anatomical and mirrored-axis discovery, quaternion keying, deterministic…

db-lyon/ue-mcp · 85 tokens

ue-mcp-niagara

Use when authoring Niagara VFX systems via ue-mcp - creating systems and emitters, adding renderers, setting module inputs and static switches, building HLSL modules, and batching operations. Pulls in any time the user asks for a particle system, VFX, Niagara emitter, or motion matching cost visualization.

db-lyon/ue-mcp · 71 tokens

ue-mcp-native-cpp

Use when writing or modifying native C++ UCLASSes in an Unreal project via ue-mcp. Covers createcppclass → writecppfile → livecodingcompile loop, when to use build vs Live Coding, and the addmoduledependency workflow. Pulls in any time the user asks to write a new native class, add a UPROPERTY, or implement a…

db-lyon/ue-mcp · 83 tokens

ue-mcp-workflow

Use when driving Unreal Engine editor via the ue-mcp MCP server. Covers the required order of operations (status check first), editor lifecycle, project scoping, and what to do when the bridge says "still initializing". Pulls in automatically any time the user asks to use an Unreal project or references ue-mcp tools.

db-lyon/ue-mcp · 71 tokens

ue-mcp-epic-routing

Use when deciding between ue-mcp's native category actions and Epic's wrapped ToolsetRegistry tools (the epic actions, incl. the Blueprint graph DSL) for a task in Unreal. Pulls in when authoring Blueprint graph bodies, or any time both a native action and an epic action could do the job and you need to pick.

db-lyon/ue-mcp · 81 tokens