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 sideshowroberto/vfx-agent-toolkit --skill unreal-sequencer-automationgit clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkitWrote 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/sideshowroberto/vfx-agent-toolkit/unreal-sequencer-automation)<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.
<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>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 | $0.00063 | $0.02757 |
| Opus 5.5 | $0.00025 | $0.01103 |
| Sonnet 5.5 | $0.00013 | $0.00551 |
| Haiku 4.5 | $0.00006 | $0.00276 |
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.
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 — 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-preflightskill (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!")
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.
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.
- today First seen · 355 lines · 63 tokens per session scan A 393d83cd9b49
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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