Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add db-lyon/ue-mcp --skill ue-mcp-animationgit clone --depth 1 https://github.com/db-lyon/ue-mcpWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-animation)<a href="https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-animation"><img src="https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-animation/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-animation"><img src="https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00085 | $0.02691 |
| Opus 5.5 | $0.00034 | $0.01076 |
| Sonnet 5.5 | $0.00017 | $0.00538 |
| Haiku 4.5 | $0.00009 | $0.00269 |
Grade A, and why
ue-mcp-animation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 18d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 190 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UE-MCP native animation workflow
Create quality animation from measured pose constraints, not guessed control angles. Control names, local axes, palm axes, handedness, and scale are properties of the selected rig. Discover them again for every unfamiliar rig; never paste values from another rig or negate a left-side Euler pose to make a right-side pose.
Focused skeletal mesh weighting
Use the existing skeleton-edit actions for bone creation, removal, reparenting, and reference-pose changes. For a small, explicit skin-weight correction:
- Call
asset(action="list_skeleton_bones", assetPath=<mesh>, includeTransforms=false)and use the returned names exactly. - Call
asset(action="read_skeletal_mesh_skin_weights", assetPath=<mesh>, lodIndex=0, vertexIndices=[...]). Keep each read to the selected source vertex IDs; the action caps a call at 256 vertices. - Call
asset(action="set_skeletal_mesh_skin_weights", assetPath=<mesh>, lodIndex=0, edits=[{vertexIndex, influences:[{boneName, weight}]}])with the complete replacement influence set for every selected vertex. Inspect the returnedbeforeandafter: Unreal normalizes and prunes the list, and stores source weights as uint16 values. The render buffer may quantize again to 8-bit unless the LOD enables high-precision skin weights. - Open the rebuilt mesh with
editor(action="open_asset", assetPath=<mesh>)and capture the asset editor at the reference pose and useful preview poses. Re-read the same selected vertices before moving on.
The weight setter edits one existing source LOD and profile, saves only when a selected value changed, and leaves all unlisted vertices, LODs, and profiles alone. It does not infer bones, fit a mesh, or auto-rig a character.
To size a physics body, socket or hit volume from the mesh, call
asset(action="read_skeletal_mesh_bone_vertex_bounds", assetPath=<mesh>).
Each bone's boneSpace box is its dominant vertices in the bone's own
bind-pose frame, the frame a physics body on that bone uses; componentSpace
is the same set in the mesh's bind pose. Pass boneNames to limit the report,
or minWeight to count a vertex for every bone weighing at least that much.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 18d ago Changed · +7 lines fcd2ca0f29e1
- 1mo ago Changed · +28 lines 5695d8907957
- 1mo ago First seen · 155 lines · 85 tokens per session scan A 9de54a95aed7
ue-mcp-animation is a skill published in the GitHub repository db-lyon/ue-mcp (448 stars, last pushed today), licensed MIT. It adds 85 tokens to every session and 2,691 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
asset-management
Import files from disk (images, meshes, any format the editor imports), export textures, query the Content Browser selection, and check if an asset is open (AssetDiscoveryService). Search, load, save, move, rename, duplicate, and delete assets are handled by Unreal's native AssetTools toolset or EditorAssetLibrary.…
level-actors
List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.
vibeue
Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's…
materials
Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a…
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…
enhanced-input
Create and configure Enhanced Input — Input Actions, Mapping Contexts, key mappings, triggers, and modifiers (InputService). Use when the user asks to set up player input, create an Input Action (IA) or Input Mapping Context (IMC), bind keys to actions, or configure input triggers/modifiers.