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Engine Settings

Community
kevinpbuckley
engine-settings

Configure Unreal Engine core settings — rendering, physics, audio, garbage collection, console variables (cvars), and scalability levels (EngineSettingsService). Use when the user asks to change engine/rendering settings, set a console variable (r.*, etc.), adjust scalability/quality levels, or read engine config categories.

Overview

Publisherkevinpbuckley
RepositoryVibeUE
Skill nameengine-settings
Stars
735
Forks
161
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Engine Settings AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/engine-settings
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git /tmp/VibeUE
mkdir -p .claude/skills
cp -r /tmp/VibeUE/Content/Skills/engine-settings .claude/skills/engine-settings
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Engine Settings in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Engine Settings on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Engine Settings is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.
python
# 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

python
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.)


Browsing registered settings

Listing categories and the settings inside them is now an engine ConfigSettingsToolset job — call it via call_tool and run describe_toolset for the available actions. These engine categories cover rendering, physics, audio, GC, networking, collision, AI, input, and the rest.

For everything VibeUE still owns, see the cvar / INI / scalability workflows below.


Workflows

Enable Ray Tracing

python
import unreal
import json

rt_settings = {
    "r.RayTracing": "1",
    "r.RayTracing.Shadows": "1",
    "r.RayTracing.Reflections": "1",
    "r.ReflectionMethod": "1"
}
result = unreal.EngineSettingsService.set_console_variables_from_json(json.dumps(rt_settings))
unreal.EngineSettingsService.save_all_engine_config()

Optimize for Performance

python
import unreal
import json

# Set overall scalability to Low (0)
unreal.EngineSettingsService.set_overall_scalability_level(0)

# Disable expensive features
perf_settings = {
    "r.RayTracing": "0",
    "r.VolumetricFog": "0",
    "r.MotionBlurQuality": "0",
    "r.Shadow.MaxResolution": "512"
}
unreal.EngineSettingsService.set_console_variables_from_json(json.dumps(perf_settings))

Search CVars

python
import unreal

shadows = unreal.EngineSettingsService.search_console_variables("shadow", 100)
for cvar in shadows:
    print(f"{cvar.name}: {cvar.value} ({cvar.type})")

Set Engine INI Values

python
import unreal

result = unreal.EngineSettingsService.set_engine_ini_value(
    "/Script/EngineSettings.GameMapsSettings",
    "GameDefaultMap",
    "/Game/Maps/Lvl_Main.Lvl_Main",
    "DefaultEngine.ini"
)

Data Structures

Python Naming Convention: C++ types like FEngineSettingResult are exposed as EngineSettingResult in Python (no F prefix).

EngineSettingResult (returned by set_* and INI write methods)

  • success, error_message
  • modified_settings, failed_settings
  • requires_restart

ConsoleVariableInfo

  • name, value, default_value, description
  • type, flags, is_read_only

VibeUE EngineSettingsService covers:

  • Rendering optimization: Adjust r.* cvars, ray tracing, shadows
  • Performance profiling: GC cvars (gc.*), streaming, scalability
  • Quality presets: Apply overall or per-group scalability levels
  • Raw engine INI: read/write sections directly when you know the key

For browsing/editing registered settings by category (physics, audio, collision, AI, input classes, etc.), use the engine ConfigSettingsToolset via call_tool.

Sample scripts (run via execute_python_code)

  • scripts/set_cvars.txt — read scalability and set a console variable.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Engine Settings AI skill do?

Configure Unreal Engine core settings — rendering, physics, audio, garbage collection, console variables (cvars), and scalability levels (EngineSettingsService). Use when the user asks to change engine/rendering settings, set a console variable (r.*, etc.), adjust scalability/quality levels, or read engine config categories.

Why use Engine Settings on TypingMind?

Because you install it once and use it with any model. Engine Settings is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Engine Settings in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/engine-settings. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Engine Settings?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Engine Settings?

As many as you like. As long as a model supports skills, you can use Engine Settings with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Engine Settings AI skill free?

Yes. It is published on GitHub by kevinpbuckley under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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