materials

materials is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 75 tokens per session (4,454 once invoked), scanned A, original, MIT.

A tool for creating and editing Unreal Engine materials, which define how surfaces look and react to light, along with their reusable instances.

In plain words
What is it for?
Use it to connect graph nodes, add parameters and functions, write custom HLSL, set blend and shading modes, and change instance values.
Why use it?
It handles material graphs and settings in one workflow, reducing the need to edit every node or override by hand.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Claude Code; mentions Codex.

Good fit Use it to connect graph nodes, add parameters and functions, write custom HLSL, set blend and shading modes, and change instance values.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/materials
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 materials
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 materials

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/materials/github.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/materials)
Your own site
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/materials"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/materials/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for materials

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/materials"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 75 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,454 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 $0.00075 $0.04454
Opus 5 $0.00037 $0.02227
Sonnet 5 $0.00015 $0.00891
Haiku 4.5 $0.00007 $0.00445

Measured 9d ago against content hash b801b1874556, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

materials 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 9d 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/materials/SKILL.md · 326 lines

How it starts

The opening of the file, as written. The whole thing — 326 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Material System Skill

Critical Rules

🚨 Connecting Function Call Inputs: Use Bare Names, Not Display Names

get_expression_pins(mat, expr_id) (MaterialNodeService) returns input pins with display labels including type suffixes like "TextureObject (T2d)", "TextureSize (V3)", "Use High Quality Normals (SB)". Connections are made through the engine MaterialTools.connect_expressions call, and UE's connect API matches against the bare input name only — never pass these display labels as to_input_name:

MT = "editor_toolset.toolsets.material.MaterialTools"
# ❌ WRONG — display label with type suffix; connection fails silently or gets ignored
call_tool(tool_name="connect_expressions", toolset_name=MT,
          arguments={"from_expression": src_id, "from_output_name": "",
                     "to_expression": fn_id, "to_input_name": "TextureObject (T2d)"})

# ✅ CORRECT — bare name
call_tool(tool_name="connect_expressions", toolset_name=MT,
          arguments={"from_expression": src_id, "from_output_name": "",
                     "to_expression": fn_id, "to_input_name": "TextureObject"})

The authoritative source for input names is get_function_info(function_path).inputs — those are the bare names (TextureObject, TextureSize, WorldPosition, etc.). For built-in expressions, use get_inputs_for_material_expression from unreal.MaterialEditingLibrary.

⚠️ Why this is easy to miss: get_expression_pins returns is_connected=True for both real and phantom connections, and our service used to silently produce phantom wires when given display names. The wires would appear in the graph export but the shader compiler would never see the texture flow through. Always verify with unreal.MaterialEditingLibrary.get_used_textures(mat) after wiring — if it returns 0 on a material that samples textures, your connections are phantom.

Read the full file on GitHub · 326 lines

Files

What ships with it

6 files 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. 9d ago First seen · 326 lines · 75 tokens per session scan A b801b1874556

Subscribe to this mod's changes

materials is a skill published in the GitHub repository kevinpbuckley/VibeUE (659 stars, last pushed 5d ago), licensed MIT. It adds 75 tokens to every session and 4,454 once invoked, about $0.0004 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.

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