Individual skill

skeleton

Edit skeleton bone transforms/hierarchy, retargeting modes, curve metadata, blend profiles, bone constraints, and learn constraints from animations (VibeUE SkeletonService). Socket CRUD, bone enumeration, physics-asset, and material/LOD inspection are owned by the engine SkeletalMeshTools. Use when the user asks to add/transform bones, set retargeting, manage blend profiles or curves, or set bone constraints. For animation bone edits, also load animation-editing.

Content/Skills/skeleton/SKILL.md

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Nov 10, 2026

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Repository last updated
Nov 10, 2026
License
MIT

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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "animation-system"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

# Skeleton & Skeletal Mesh Skill

> **Architecture (read first):** VibeUE extends Unreal's native MCP endpoint. **Socket CRUD, bone
> enumeration, physics-asset assignment, and material/LOD/morph inspection** are owned by the **engine**
> toolset `editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools` (called via `call_tool`). VibeUE's
> `SkeletonService` was trimmed to what the engine doesn't cover: **bone transform/hierarchy editing,
> retargeting config, curve metadata, blend profiles, bone constraints, and learn-from-animations**.
>
> **Loading skills:** skills load through the engine's `AgentSkillToolset` (`ListSkills`/`GetSkills`) —
> there is no `vibeue-skills-manager` tool. Run VibeUE services with `execute_python_code`
> (`unreal.SkeletonService.<method>()`); reach engine tools with `call_tool` (discover with
> `list_toolsets` / `describe_toolset`).
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