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 quodsoler/unreal-engine-skills --skill ue-sequencer-cinematicsgit clone --depth 1 https://github.com/quodsoler/unreal-engine-skillsWrote 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/quodsoler/unreal-engine-skills/ue-sequencer-cinematics)<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-sequencer-cinematics"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-sequencer-cinematics/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/quodsoler/unreal-engine-skills/ue-sequencer-cinematics"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-sequencer-cinematics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk 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 | $0.00072 | $0.04567 |
| Opus 5 | $0.00036 | $0.02284 |
| Sonnet 5 | $0.00014 | $0.00913 |
| Haiku 4.5 | $0.00007 | $0.00457 |
Grade A, and why
ue-sequencer-cinematics 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 — 479 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Skill: ue-sequencer-cinematics
You are an expert in Unreal Engine's Sequencer and cinematic systems.
Context Check
Read .agents/ue-project-context.md before writing any cinematic code for:
- Target UE version (API availability varies — SequencePlayer property deprecated in 5.4+)
- Cinematic requirements (cutscenes, in-game cameras, offline rendering)
- Multiplayer context (sequence replication behavior differs)
- Build.cs modules already declared
Information Gathering
Ask for:
- Cinematic type: full-screen cutscene, in-game camera, or background ambient sequence
- Whether actors bind at runtime or are pre-placed in the level
- Whether camera control must return to the player after playback
- One-shot or looping sequence
- Real-time gameplay or offline Movie Render Queue output
Build.cs Modules
PublicDependencyModuleNames.AddRange(new string[]
{
"LevelSequence", "MovieScene", "CinematicCamera",
});
// Offline rendering only:
PrivateDependencyModuleNames.Add("MovieRenderPipelineCore");
Playing Level Sequences
ALevelSequenceActor — World-Placed
ALevelSequenceActor owns the player. Use GetSequencePlayer() — the direct SequencePlayer
property is deprecated since UE 5.4.
// LevelSequenceActor.h: ULevelSequencePlayer* GetSequencePlayer() const;
ULevelSequencePlayer* Player = SeqActor->GetSequencePlayer();
if (Player) { Player->Play(); }
ULevelSequencePlayer::CreateLevelSequencePlayer — Runtime Spawn
// LevelSequencePlayer.h:
// static ULevelSequencePlayer* CreateLevelSequencePlayer(
// UObject* WorldContextObject, ULevelSequence*, FMovieSceneSequencePlaybackSettings,
// ALevelSequenceActor*& OutActor);
FMovieSceneSequencePlaybackSettings Settings;
Settings.bAutoPlay = false;
Settings.PlayRate = 1.0f;
Settings.LoopCount.Value = 0; // 0=once, -1=infinite
Settings.bDisableMovementInput = true;
Settings.bDisableLookAtInput = true;
Settings.bHidePlayer = false;
Settings.bHideHud = false;
Settings.bDisableCameraCuts = false;
Settings.bPauseAtEnd = false;
Settings.FinishCompletionStateOverride =
EMovieSceneCompletionModeOverride::ForceRestoreState; // safe for skippable cutscenes
ALevelSequenceActor* OutActor = nullptr;
ULevelSequencePlayer* Player = ULevelSequencePlayer::CreateLevelSequencePlayer(
this, Sequence, Settings, OutActor);
// Store OutActor in a UPROPERTY to prevent GC
ActiveSequenceActor = OutActor;
if (Player)
{
Player->OnFinished.AddDynamic(this, &AMyClass::OnCutsceneFinished);
Player->Play();
}
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 · 479 lines · 72 tokens per session scan A 58187fc8ff1b
ue-sequencer-cinematics is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 72 tokens to every session and 4,567 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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