Individual skill
frame-rate
Diagnose and remove FPS caps so the editor and game run uncapped (or at a target FPS). Use when the user says the editor/game is "locked", "capped", or "stuck" at a frame rate (commonly 60 FPS), asks to "unlock"/"uncap"/"raise" FPS, or wants to set a max FPS. Covers t.MaxFPS, VSync, fixed/smoothed frame rate, and background CPU throttling (EngineSettingsService).
Content/Skills/frame-rate/SKILL.md
Source commit b0c1bfeac7acc36b37714c5871f1c6af3bd97184
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- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Local scripts
- Last checked
- Nov 10, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
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Repository context
- Repository stars (not skill ratings)
- 824
- Repository last updated
- Nov 10, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- ai Repository topic
- gamedev Repository topic
- mcp Repository topic
- mcp-server Repository topic
- ue5 Repository topic
- unreal-engine Repository topic
- vibe-coding Repository topic
- ai-tools Repository topic
- automation Repository topic
- blueprint Repository topic
- engineering Derived category
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SKILL.mdcore · 4,869 bytesSKILL.mdcore · 4,869 bytesSKILL.mdcore · 4,869 bytesSKILL.mdcore · 4,869 bytesscripts/uncap_fps.txtdoc · 1,275 bytes
Read excerpt
# Frame Rate / FPS Caps Skill
A "locked at 60 FPS" editor or game is almost never caused by a single setting — there
are **five independent caps** and any one of them holds the frame rate down. Check and
clear them all, in this order, before declaring it fixed.
## ⚠<U+FE0F> Diagnose first — don't guess
`t.MaxFPS = 0` already means *uncapped*, so if the editor is still stuck at 60 the cap is
coming from somewhere else (usually VSync to a 60 Hz monitor, or the smoothed frame-rate
range). Read every source below before changing anything.
> 🩺 **"Capped" vs "slow" are different problems.** If the frame rate is *low* rather than *pinned*
> at a round number, it's not a cap — it's a workload. Run `unreal.PerformanceService.frame_timing()`