viewport

viewport is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 73 tokens per session (2,555 once invoked), scanned A, original, MIT.

An Unreal Editor tool for controlling the level viewport, the window used to view and position a game level. It changes the camera, rendering view, field of view, exposure, layout, and related display settings.

In plain words
What is it for?
Use it to move or frame the editor camera, switch between lit, unlit, and wireframe views, adjust camera speed or lens settings, and change viewport layouts.
Why use it?
It avoids repeatedly adjusting editor viewport controls by hand when inspecting or presenting a level. It also helps set a consistent view for screenshots or cinematic work.

Skill for Claude CodeCodex

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

Good fit Use it to move or frame the editor camera, switch between lit, unlit, and wireframe views, adjust camera speed or lens settings, and change viewport layouts.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/viewport"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/viewport.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 73 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,555 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 $0.00073 $0.02555
Opus 5 $0.00036 $0.01277
Sonnet 5 $0.00015 $0.00511
Haiku 4.5 $0.00007 $0.00255

Measured 6d ago against content hash 38c7b0abaa33, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

viewport 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 6d 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/viewport/SKILL.md · 267 lines

How it starts

The opening of the file, as written. The whole thing — 267 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Viewport Control Skill

Methods

Method Description
get_viewport_info() Get full viewport state (type, camera, FOV, exposure, layout)
set_viewport_type(type) Switch perspective/orthographic views
get_viewport_type() Get current view type as string
set_view_mode(mode) Switch rendering mode (lit, wireframe, unlit, etc.)
get_view_mode() Get current rendering mode
set_fov(degrees) Set field of view (5-170, default 90)
get_fov() Get current FOV
set_near_clip_plane(distance) Set near clipping plane (-1 = engine default)
set_far_clip_plane(distance) Set far clipping plane (0 = infinity)
set_exposure(fixed, ev100) Set fixed/auto exposure with EV100 value
set_exposure_game_settings() Reset exposure to auto (game settings)
set_game_view(enable) Toggle Game View (hides editor icons)
set_allow_cinematic_control(allow) Allow Sequencer to control viewport camera
set_realtime(enable) Toggle realtime rendering
set_camera_speed(speed) Set camera movement speed (1-8)
set_viewport_layout(name) Switch viewport layout (single, quad, etc.)
get_viewport_layout() Get current layout name

🔀 Camera get/set moved to the engine. ViewportService no longer has set_camera_location / set_camera_rotation. Reading and positioning the viewport camera is now Unreal 5.8's native EditorAppToolset (GetCameraTransform / SetCameraTransform, plus FocusOnActors to frame actors) — reach it with call_tool (run describe_toolset on EditorAppToolset for exact action names/params). ViewportService still owns view type, view mode, FOV, clip planes, exposure, game view, layout, realtime, and camera speed.

Critical Rules

⚠️ A black capture usually means no lighting, not a broken mesh

The most common cause of an all-black (or blown-out white) capture is the level, not the camera and not the asset you just built. Two things to check before you start debugging geometry:

Read the full file on GitHub · 267 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. 6d ago Changed · +20 lines 38c7b0abaa33
  2. 11d ago First seen · 247 lines · 73 tokens per session scan A e63bee055e15

Subscribe to this mod's changes

viewport is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 7d ago), licensed MIT. It adds 73 tokens to every session and 2,555 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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