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Project Settings

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kevinpbuckley
project-settings

Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService). Use when the user asks to change a project setting or editor preference, configure a UDeveloperSettings category, or read/write project config values.

Overview

Publisherkevinpbuckley
RepositoryVibeUE
Skill nameproject-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 Project 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/project-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/project-settings .claude/skills/project-settings
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Project 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 Project 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 Project 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.

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, plus set_settings_property / get_settings_property for one property of a settings class by name. 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:

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

# ✅ CORRECT — engine ConfigSettingsToolset (registered settings) via call_tool, OR the class by name:
result = unreal.ProjectSettingsService.set_settings_property(
    "EditorStyleSettings", "AssetEditorOpenLocation", "MainWindow")

set_ini_value writes the file you name: a bare name resolves to the project Config/ folder ("DefaultGame.ini" → Config/DefaultGame.ini), an absolute path is used as-is, and the path must end in .ini. A bare "EditorPerProjectUserSettings.ini" therefore writes Config/EditorPerProjectUserSettings.ini, a file no config hierarchy reads. An absolute path does reach a user-layer file under Saved/Config/<Platform>Editor/, but the editor keeps those files in memory and rewrites them from memory when it saves its config (at the latest when it exits), which can silently drop a direct write. Change user settings (editor preferences such as EditorStyleSettings) with set_settings_property, which edits the editor's in-memory copy and saves it.

⚠️ 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:

NeedUse
Project info, maps, any registered category by nameengine ConfigSettingsToolset via call_tool
Read/write a known INI section+keyProjectSettingsService.get_ini_value / set_ini_value
Set one property of any loaded config class, live and saved as the Settings window saves itProjectSettingsService.set_settings_property(class, property, value)
Discover which classes/sections existProjectSettingsService.discover_settings_classes()

⚠️ Map Paths Must Be Full Asset Paths

python
# WRONG - folder path
"/Game/Variant_Horror.Variant_Horror"

# CORRECT - full map asset path  
"/Game/Variant_Horror/Lvl_Horror.Lvl_Horror"

Always verify with does_asset_exist() before setting.

⚠️ Always Check Operation Results

The INI write methods return an FProjectSettingResult:

python
result = unreal.ProjectSettingsService.set_ini_value(
    "/Script/EngineSettings.GeneralProjectSettings", "ProjectName", "MyGame", "DefaultGame.ini")
if not result.success:
    print(f"Failed: {result.error_message}")

set_ini_value writes the key into the file on disk (the rest of the file, comments included, is kept), reloads that config branch, and reads the file back: success is false when the value did not land, and the file is then put back exactly as it was. A section or key containing a line break, a section containing ], and a path that does not end in .ini are refused before anything is written. A settings object read its config at startup, so it sees the new value after a restart (requires_restart is true); set_settings_property applies the value live as well.

get_ini_value, list_ini_keys and get_ini_array read the file on disk as it is now (one file, not the merged config hierarchy), so they see set_ini_value, set_settings_property and hand edits at once. get_ini_value returns the plain Key= line, resolved as GConfig resolves it; +Key= / .Key= array lines are not its value. get_ini_array returns the Key=, +Key= and .Key= lines in file order (-Key= removals and !Key=ClearArray are not values). For the merged value a settings object actually uses, read get_settings_property.

set_settings_property takes any loaded config class (CLASS_Config), not only the ones the Settings window lists, and saves it the way the Settings window does: a defaultconfig class to its project Default*.ini, a user-config class to its user file, any other class to its config branch under Saved/Config. The value applies live (PostEditChangeProperty runs, as for an edit in the details panel), so an engine or editor class changes behavior immediately. Per-object-config classes are refused.

set_ini_array works only on a settings class section (/Script/Module.Class), through set_settings_property: an array in a layered project file needs !Key=ClearArray / +Key= lines relative to the lower layers, which only a settings object writes correctly. It replaces the whole array. Each value is one element in Unreal text format: an element of a struct array is a struct literal and goes in as written; an element of a string array is passed as the plain string and quoted for you; any other element containing a space, comma, parenthesis or quote is quoted for you.

A section named by a config class's path is read and written in the section that class really uses. Some classes keep an older name through OverrideConfigSection: ProjectPackagingSettings lives in /Script/DeveloperToolSettings but its settings stay under [/Script/UnrealEd.ProjectPackagingSettings], so get_ini_value / get_ini_array / list_ini_keys / set_ini_value given the new path use that section.

python
# struct array: elements are struct literals, passed as written
result = unreal.ProjectSettingsService.set_ini_array(
    "/Script/DeveloperToolSettings.ProjectPackagingSettings", "DirectoriesToAlwaysStageAsNonUFS",
    ['(Path="Movies")', '(Path="Extras/Data")'], "DefaultGame.ini")
# string array: plain values
result = unreal.ProjectSettingsService.set_ini_array(
    "/Script/DeveloperToolSettings.ProjectPackagingSettings", "CulturesToStage",
    ["en", "pt-BR"], "DefaultGame.ini")

(Registered-setting writes via the engine ConfigSettingsToolset return their own result — check it the same way.)


Workflows

Basic Project Info Setup

Project info (name/company/description) is a registered category — set it via the engine ConfigSettingsToolset (call_tool). Or write the INI keys directly from VibeUE:

python
import unreal

sec  = "/Script/EngineSettings.GeneralProjectSettings"
file = "DefaultGame.ini"
unreal.ProjectSettingsService.set_ini_value(sec, "ProjectName",  "My RPG Game", file)
unreal.ProjectSettingsService.set_ini_value(sec, "CompanyName",  "Indie Studios", file)
unreal.ProjectSettingsService.set_ini_value(sec, "Description",  "An epic fantasy adventure", file)
unreal.ProjectSettingsService.save_all_config()

Configure Default Maps

python
import unreal

# Registered "maps" category → engine ConfigSettingsToolset via call_tool, OR raw INI:
result = unreal.ProjectSettingsService.set_ini_value(
    "/Script/EngineSettings.GameMapsSettings", "GameDefaultMap",
    "/Game/Maps/MainMenu.MainMenu", "DefaultEngine.ini")
if result.success:
    unreal.ProjectSettingsService.save_all_config()
    print("Default map updated and saved")

Set Editor Startup Map

python
import unreal

# EditorStartupMap controls which level opens when the editor launches. It is a GameMapsSettings
# property (defaultconfig, saved in Config/DefaultEngine.ini).
# Registered "maps" category → engine ConfigSettingsToolset (via call_tool), OR the class by name:
# Use full asset path format: /Game/Path/To/Level.Level
result = unreal.ProjectSettingsService.set_settings_property(
    "GameMapsSettings", "EditorStartupMap", "/Game/Levels/MyLevel.MyLevel")
if result.success:
    print("Editor startup map updated and saved:", result.modified_settings)
else:
    print("Failed:", result.error_message)

💾 If the level must be saved first (untitled level, or "save as and set as startup"): the editor world comes from unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).get_editor_world() (NOT LevelEditorSubsystem, NOT deprecated EditorLevelLibrary), then unreal.EditorLoadingAndSavingUtils.save_map(world, "/Game/Maps/MyLevel"). Full workflow: load the level-actors skill → "Save the Current Level".

Discover Settings Classes

python
import unreal

classes = unreal.ProjectSettingsService.discover_settings_classes()
for c in classes:
    print(f"{c.class_name}: {c.property_count} properties in {c.config_file}")

List Settings in a Category

Listing the settings inside a named category is an engine ConfigSettingsToolset action (via call_tool). From VibeUE you can enumerate the raw INI keys of a known section instead:

python
import unreal

sec  = "/Script/EngineSettings.GeneralProjectSettings"
file = "DefaultGame.ini"
for key in unreal.ProjectSettingsService.list_ini_keys(sec, file):
    print(f"{key} = {unreal.ProjectSettingsService.get_ini_value(sec, key, file)}")

Find a Setting (When You Don't Know the Section)

discover_settings_classes() maps each settings class to its INI section + file, so you can locate a setting without guessing Python class names, then read its keys via raw INI:

python
import unreal

keyword = "AssetEditor"  # partial match on class/section name
for c in unreal.ProjectSettingsService.discover_settings_classes():
    if keyword.lower() in c.class_name.lower() or keyword.lower() in c.config_section.lower():
        print(f"{c.class_name} -> section {c.config_section} in {c.config_file}")
        for key in unreal.ProjectSettingsService.list_ini_keys(c.config_section, c.config_file):
            print(f"   {key}")

Use discover_settings_classes() instead of guessing Python class names. Many settings classes (e.g., EditorStyleSettings) are NOT exposed as Python classes — edit them through the engine ConfigSettingsToolset or via their INI section.

Direct INI Access

python
import unreal

# List sections
sections = unreal.ProjectSettingsService.list_ini_sections("DefaultEngine.ini")

# Get value
value = unreal.ProjectSettingsService.get_ini_value("/Script/Engine.Engine", "GameEngine", "DefaultEngine.ini")

# Set value
result = unreal.ProjectSettingsService.set_ini_value(
    "/Script/MyGame.CustomSettings",
    "EnableDebugMode",
    "True",
    "DefaultGame.ini"
)

Data Structures

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

SettingsClassInfo (from discover_settings_classes())

  • class_name, class_path
  • config_section, config_file
  • property_count, is_developer_settings

ProjectSettingResult (from INI write methods)

  • success, error_message
  • modified_settings, failed_settings
  • requires_restart

Sample scripts (run via execute_python_code)

  • scripts/configure_setting.txt — discover settings classes and read/write a project setting.

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 Project Settings AI skill do?

Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService). Use when the user asks to change a project setting or editor preference, configure a UDeveloperSettings category, or read/write project config values.

Why use Project Settings on TypingMind?

Because you install it once and use it with any model. Project 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 Project Settings in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/project-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 Project 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 Project Settings?

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

Is the Project 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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