unreal-sequencer-automation

unreal-sequencer-automation is a skill for Claude Code from sideshowroberto/vfx-agent-toolkit. It costs 63 tokens per session (2,757 once invoked), scanned A, original, MIT.

Automates Level Sequences in Unreal Engine 5.8 via Python - tracks, keyframes, camera cuts, transform animation, ImagePlate plates. Use when creating a sequence, adding tracks, setting keyframes or camera cuts, or setting up foreground plates in Sequencer.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Install with agentmods
npx agentmods add skills/sideshowroberto/vfx-agent-toolkit/unreal-sequencer-automation
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 sideshowroberto/vfx-agent-toolkit --skill unreal-sequencer-automation
Clone the repo
git clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkit

Made for: Claude Code.

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 unreal-sequencer-automation

README.md
[![agentmods](https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-sequencer-automation/github.svg)](https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-sequencer-automation)
Your own site
<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-sequencer-automation"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-sequencer-automation/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 unreal-sequencer-automation

Your own site · 80×15
<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/unreal-sequencer-automation"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/unreal-sequencer-automation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 63 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,757 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.
Origin unknown 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 $0.00063 $0.02757
Opus 5.5 $0.00025 $0.01103
Sonnet 5.5 $0.00013 $0.00551
Haiku 4.5 $0.00006 $0.00276

Measured today against content hash 393d83cd9b49, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unreal-sequencer-automation 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 today.

The scan reads SKILL.md. This mod also ships 2 executable files (scripts/sequencer_automation.py, scripts/verify_sequence.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

plugins/unreal-vfx/skills/unreal-sequencer-automation/SKILL.md · 355 lines

How it starts

The opening of the file, as written. The whole thing — 355 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Sequencer Automation

Version: 3.1.1 Last Updated: 2026-10-09 Dependencies: Unreal Engine 5.8+, UE 5.8 native MCP (HTTP, port 8000) Major Updates: UE 5.8 migration, camera cuts, channel initialization, ImagePlate 100%

Preflight first (2026-09-08): before the first build step of any approved plan, run the unreal-project-preflight skill (ue_preflight.py --live --features <list> --plan-block) so plugins and project settings this skill depends on are enabled in ONE restart. Mid-task "class not found / plugin not enabled" errors go back to that Step 0, never to a runtime toggle.


CRITICAL DISCOVERIES

1. Camera Cut Tracks - SOLVED

The API that doesn't exist: add_camera_cut_track() - Use generic add_track() instead!

2. Transform Channels - SOLVED

Empty channels are NORMAL! Channels don't exist until you add the first keyframe.

3. ImagePlate Python API - DISCOVERED

BREAKING: ImagePlate DOES have Python API (get_plate(), set_image_plate())


QUICK START: Complete Animated Sequence

# Via mcp__ue58-mcp__execute_python_code
import unreal

# 1. Create Level Sequence
factory = unreal.LevelSequenceFactoryNew()
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()

sequence = asset_tools.create_asset(
    asset_name="LS_MyAnimation",
    package_path="/Game/Cinematics",
    asset_class=unreal.LevelSequence,
    factory=factory
)

# 2. Get actor using modern API (not deprecated EditorLevelLibrary)
world = unreal.EditorLevelLibrary.get_editor_world()
actors = unreal.GameplayStatics.get_all_actors_of_class(world, unreal.StaticMeshActor)
actor = actors[0]

# 3. Add actor as possessable
binding = unreal.MovieSceneSequenceExtensions.add_possessable(sequence, actor)

# 4. Add transform track
track = binding.add_track(unreal.MovieScene3DTransformTrack)

# 5. Add section
section = track.add_section()
section.set_range(0, 300)

# 6. CRITICAL: Initialize channels by adding first key!
# Channels don't exist until you do this
location_z_channel = unreal.MovieSceneSectionExtensions.get_channel_by_name(
    section,
    "Location.Z"
)
location_z_channel.add_key(unreal.FrameNumber(0), 0.0)

# 7. Add remaining keyframes
location_z_channel.add_key(unreal.FrameNumber(150), 500.0)
location_z_channel.add_key(unreal.FrameNumber(300), 0.0)

print(f"Created sequence with {location_z_channel.get_num_keys()} keyframes!")

Read the full file on GitHub · 355 lines

Files

What ships with it

7 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. today First seen · 355 lines · 63 tokens per session scan A 393d83cd9b49

Subscribe to this mod's changes

unreal-sequencer-automation is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 63 tokens to every session and 2,757 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 2026-11-02.

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