project-settings

project-settings is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 61 tokens per session (1,875 once invoked), scanned A, original, MIT.

A guide for changing Unreal Engine project settings and editor preferences, such as appearance, toolbar controls, scale, colors, and custom developer settings. It explains which settings use Unreal Engine's built-in configuration tool and which require direct INI-file access.

In plain words
What is it for?
Use it to discover supported settings classes, read or write project INI values and arrays, list configuration sections and keys, save configuration, or change editor preferences.
Why use it?
It prevents failed configuration changes caused by treating editor settings as ordinary Python classes or using interfaces removed in Unreal Engine 5.8.

Skill for Claude CodeCodex

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

Good fit Use it to discover supported settings classes, read or write project INI values and arrays, list configuration sections and keys, save configuration, or change editor preferences.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/project-settings/github.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/project-settings)
Your own site
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/project-settings"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/project-settings/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 project-settings

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/project-settings"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/project-settings.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 61 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,875 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 $0.00061 $0.01875
Opus 5 $0.00030 $0.00937
Sonnet 5 $0.00012 $0.00375
Haiku 4.5 $0.00006 $0.00187

Measured 10d ago against content hash 8798f8771105, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

project-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 10d 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/project-settings/SKILL.md · 210 lines

How it starts

The opening of the file, as written. The whole thing — 210 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Project Settings Skill

🔀 Registered settings moved to the engine. Category-based registered-setting access (list_categories / list_settings / get_setting / set_setting / set_category_settings_from_json) is now Unreal 5.8's native ConfigSettingsToolset — reach it with call_tool (run describe_toolset on ConfigSettingsToolset for its actions/params). VibeUE's ProjectSettingsService was trimmed to the delta the engine doesn't cover: discover_settings_classes + direct INI read/write (get_ini_value / set_ini_value / *_ini_array / list_ini_sections / list_ini_keys) + config save. Use those from execute_python_code as shown below.

Critical Rules

⚠️ EditorStyleSettings is NOT a Python Class

EditorStyleSettings is not discoverable via discover_python_class('unreal.EditorStyleSettings') — it returns PYTHON_CLASS_NOT_FOUND. Reach it through the engine ConfigSettingsToolset as a settings category (via call_tool), or write its values directly via raw INI:

# ❌ WRONG — will fail
discover_python_class('unreal.EditorStyleSettings')  # NOT FOUND

# ✅ CORRECT — engine ConfigSettingsToolset (registered settings) via call_tool, OR raw INI:
result = unreal.ProjectSettingsService.set_ini_value(
    "/Script/EditorStyle.EditorStyleSettings",
    "AssetEditorOpenLocation", "MainWindow", "EditorPerProjectUserSettings.ini")

⚠️ Category vs Raw INI

Named registered-setting categories (general, maps, EditorStyleSettings, etc.) are handled by the engine ConfigSettingsToolset. From VibeUE you instead address settings by their INI section / key / file:

Need Use
Project info, maps, any registered category by name engine ConfigSettingsToolset via call_tool
Read/write a known INI section+key ProjectSettingsService.get_ini_value / set_ini_value
Discover which classes/sections exist ProjectSettingsService.discover_settings_classes()

Read the full file on GitHub · 210 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. 10d ago First seen · 210 lines · 61 tokens per session scan A 8798f8771105

Subscribe to this mod's changes

project-settings is a skill published in the GitHub repository kevinpbuckley/VibeUE (662 stars, last pushed 6d ago), licensed MIT. It adds 61 tokens to every session and 1,875 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.

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