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 kevinpbuckley/VibeUE --skill animation-montagegit clone --depth 1 https://github.com/kevinpbuckley/VibeUEWrote 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/kevinpbuckley/vibeue/animation-montage)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/animation-montage"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/animation-montage/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/kevinpbuckley/vibeue/animation-montage"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/animation-montage.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 | $0.00071 | $0.03762 |
| Opus 5 | $0.00036 | $0.01881 |
| Sonnet 5 | $0.00014 | $0.00752 |
| Haiku 4.5 | $0.00007 | $0.00376 |
Grade A, and why
animation-montage 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 12d 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 — 377 lines — stays where its author put it; the contents beside it link to each section on GitHub.
🧠 Brains complement: IF an
unreal-engine-skills-managertool (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.
Animation Montage Skill
Use AnimMontageService for animation montage operations.
Quick Reference - Python API
Discovery Methods
⚠️
list_montagesfilters are strings, notNone(issue #461) — pass""for "no filter", neverNone(an FString arg can't be null and raises a TypeError). Playback rate: there is noset_playback_rate_scalemethod; set the montage'sRateScaledirectly —unreal.load_asset(montage_path).set_editor_property("RateScale", 1.5)thenunreal.EditorAssetLibrary.save_asset(montage_path).
# List all montages in a path (use "" for no skeleton filter, NOT None)
montages = AnimMontageService.list_montages(search_path, skeleton_filter) -> Array[MontageInfo]
# Get detailed montage info
info = AnimMontageService.get_montage_info(montage_path) -> MontageInfo
# Find montages for a skeleton
montages = AnimMontageService.find_montages_for_skeleton(skeleton_path) -> Array[MontageInfo]
# Find montages using a specific animation
montages = AnimMontageService.find_montages_using_animation(anim_path) -> Array[MontageInfo]
Creation Methods
# Create montage from an animation sequence
path = AnimMontageService.create_montage_from_animation(anim_path, dest_path, name) -> str
# Create empty montage for a skeleton
path = AnimMontageService.create_empty_montage(skeleton_path, dest_path, name) -> str
# Duplicate existing montage
path = AnimMontageService.duplicate_montage(source_path, dest_path, new_name) -> str
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.
- 12d ago First seen · 377 lines · 71 tokens per session scan A b9e284be1359
animation-montage is a skill published in the GitHub repository kevinpbuckley/VibeUE (676 stars, last pushed 8d ago), licensed MIT. It adds 71 tokens to every session and 3,762 once invoked, about $0.0004 per session on Opus 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.
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