ue-sequencer-cinematics

ue-sequencer-cinematics is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 72 tokens per session (4,567 once invoked), scanned A, original, MIT.

An Unreal Engine guide for creating and controlling cinematic sequences, cutscenes, cameras, and rendered movie scenes. Sequencer is Unreal's timeline-based tool for arranging animation, camera changes, and scripted events.

In plain words
What is it for?
Use it for in-game cutscenes, camera sequences, dialogue scenes, scripted events, looping sequences, and offline rendering with Movie Render Queue.
Why use it?
It helps define how sequences start, control cameras, bind actors, handle multiplayer, and return control to the player.

Skill for Claude CodeCodex

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

Good fit Use it for in-game cutscenes, camera sequences, dialogue scenes, scripted events, looping sequences, and offline rendering with Movie Render Queue.

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Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-sequencer-cinematics
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-sequencer-cinematics
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-sequencer-cinematics

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-sequencer-cinematics/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-sequencer-cinematics)
Your own site
<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.

agentmods 80×15 button for ue-sequencer-cinematics

Your own site · 80×15
<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>
Per session 72 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,567 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 $0.00072 $0.04567
Opus 5 $0.00036 $0.02284
Sonnet 5 $0.00014 $0.00913
Haiku 4.5 $0.00007 $0.00457

Measured 12d ago against content hash 58187fc8ff1b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

skills/ue-sequencer-cinematics/SKILL.md · 479 lines

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:

  1. Cinematic type: full-screen cutscene, in-game camera, or background ambient sequence
  2. Whether actors bind at runtime or are pre-placed in the level
  3. Whether camera control must return to the player after playback
  4. One-shot or looping sequence
  5. 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();
}

Read the full file on GitHub · 479 lines

Files

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.

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 · 479 lines · 72 tokens per session scan A 58187fc8ff1b

Subscribe to this mod's changes

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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