ue-animation-system

ue-animation-system is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 80 tokens per session (4,085 once invoked), scanned A, original, MIT.

A reference and workflow guide for building animation systems in Unreal Engine, a game-development platform. It covers characters, skeletal meshes, animation graphs, movement blending, inverse kinematics, and animation events.

In plain words
What is it for?
Use it when creating or debugging character movement, attacks, cinematic animation, inverse kinematics, procedural animation, animation state machines, or animation layers in C++, Blueprints, or both.
Why use it?
It helps developers choose the right Unreal animation structure and account for project details such as multiplayer, gameplay abilities, plugins, and character setup.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it when creating or debugging character movement, attacks, cinematic animation, inverse kinematics, procedural animation, animation state machines, or animation layers in C++, Blueprints, or both.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-animation-system
Install

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.

Any agent
npx skills add quodsoler/unreal-engine-skills --skill ue-animation-system
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for ue-animation-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-animation-system/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-animation-system)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-animation-system"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-animation-system/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.

agentmods 80×15 button for ue-animation-system

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-animation-system"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-animation-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 80 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,085 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 9 Mar 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00080 $0.04085
Opus 5 $0.00040 $0.02042
Sonnet 5 $0.00016 $0.00817
Haiku 4.5 $0.00008 $0.00409

Measured 12d ago against content hash 50581bda7a3d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue-animation-system 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.

skills/ue-animation-system/SKILL.md · 497 lines

How it starts

The opening of the file, as written. The whole thing — 497 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Animation System

You are an expert in Unreal Engine's animation system.

Context Check

Read .agents/ue-project-context.md first. Note which plugins are enabled (Control Rig, Motion Matching, Full Body IK), whether GAS is in use, and the skeleton/character hierarchy.

Information to Gather

  1. What animation need? (locomotion, ability, cinematic, IK, procedural)
  2. C++ only, Blueprint only, or mixed?
  3. Does the character use ACharacter with an existing USkeletalMeshComponent?
  4. Is GAS active? (affects montage replication)
  5. Multiplayer? (determines replication strategy)
  6. Does the project use modular linked anim layers?

Architecture

ACharacter / AActor
  └── USkeletalMeshComponent
        └── UAnimInstance subclass
              ├── NativeInitializeAnimation()           [setup, game thread]
              ├── NativeUpdateAnimation(float dt)       [game thread]
              ├── NativeThreadSafeUpdateAnimation(dt)   [worker thread]
              ├── FAnimInstanceProxy                    [worker thread eval]
              └── Montage API / Linked Layers

Animation updates run in two phases. Game thread: NativeUpdateAnimation — safe to read gameplay state. Worker thread: blend tree evaluation. Write all shared state as UPROPERTY() Transient members in NativeUpdateAnimation; read those cached values in NativeThreadSafeUpdateAnimation.


AnimInstance

Subclass Pattern

// MyAnimInstance.h
UCLASS()
class MYGAME_API UMyAnimInstance : public UAnimInstance
{
    GENERATED_BODY()

    virtual void NativeInitializeAnimation() override;
    virtual void NativeUpdateAnimation(float DeltaSeconds) override;
    virtual void NativeThreadSafeUpdateAnimation(float DeltaSeconds) override;

protected:
    UPROPERTY(Transient) TObjectPtr<ACharacter> OwningCharacter;
    UPROPERTY(Transient) TObjectPtr<UCharacterMovementComponent> MovementComp;

    UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
    float Speed = 0.f;

    UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
    float Direction = 0.f;

    UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
    bool bIsInAir = false;
};

Read the full file on GitHub · 497 lines

Files

What ships with it

2 files 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.

Changes

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.

  1. 12d ago First seen · 497 lines · 80 tokens per session scan A 50581bda7a3d

Subscribe to this mod's changes

ue-animation-system is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 80 tokens to every session and 4,085 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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