bulk-maintenance

Plans, dry-runs, applies, and rolls back bounded bulk maintenance operations on Unreal Engine assets.

648|142|Updated Sep 12, 2025
One-click install
npx skills add https://github.com/kevinpbuckley/VibeUE --skill bulk-maintenance
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: bulk-maintenance
Source: https://github.com/kevinpbuckley/VibeUE/tree/main/Content/Skills/bulk-maintenance
Command: npx skills add https://github.com/kevinpbuckley/VibeUE --skill bulk-maintenance

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Bulk changes to Unreal Engine projects—migrating Blueprint interfaces, cleaning metadata, renaming assets, or preparing unused-asset cleanup—are risky when done ad hoc, with no rollback, no audit trail, and no way to resume after a failure.

Core Features & Use Cases

  • Dry-run-first bulk operations: Every plan runs with apply=False first, returning per-target would-change results and refusals before any modification is made.
  • Four operation types: Blueprint interface add/remove migration, variable metadata hygiene, asset move/rename with path-scope enforcement, and report-only unused-asset cleanup review.
  • Transactional safety and resume: Each apply target gets a named transaction with rollback on compile/save failure, and reports under Saved/VibeUE/Bulk let you resume with the same resume_id without duplicating completed work.
  • Use Case: Migrate 50 combat Blueprints to a new interface version by dry-running the plan, reviewing every result, applying in batches of 10, and resuming cleanly after a crash.

Quick Start

Ask the AI to dry-run a bulk maintenance plan that adds a new interface to a specific list of Blueprints under /Game/Combat, then apply it after reviewing the results.

Frequently Asked Questions about bulk-maintenance

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I migrate Blueprints to a new interface in Unreal Engine?

Build a plan with operation interface_add, an explicit targets array, and a path_scope, then call run_bulk_maintenance with apply=False to review results. Repeat the same plan with apply=True; each Blueprint is compiled and saved only on verified success.

How do I safely rename and move assets in bulk in Unreal Engine?

Use the asset_move operation with explicit source and destination pairs inside a path_scope. Moves outside the scope or to existing destinations are refused, and you should fix redirectors afterward with the normal Unreal workflow.

Can a failed bulk operation be rolled back in Unreal Engine?

Yes. Each apply target runs in a named transaction, and a compile or save failure is reported as failure and rolled back. Reports include rollback status and a reportPath for auditing.

How do I resume an interrupted bulk asset operation?

Rerun the same plan with the same resume_id. Previously successful targets are marked resumed-skip, so a crash or stop-on-error does not duplicate completed work; fix failed inputs and rerun within the same scope.

Does the bulk maintenance tool delete unused assets automatically?

No. The cleanup_review operation is report-only even in apply mode, combining unused-project statistics with impact evidence. Deletion is a separate human-approved action using the reviewed exact list.

What are the limits of bulk maintenance batches in Unreal Engine?

Batches are bounded to 100 targets per GC batch, and a batch_size of 10-25 is recommended for Blueprint work. You must pass an explicit targets array; search results are never turned directly into deletions.