Agent skill

Unreal AnimSequence Editor

by kevinpbuckley in kevinpbuckley/VibeUE

Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.

MITAuto-check passedGame Development

Install Unreal AnimSequence Editor

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill animsequence -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE animsequence --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/animsequence .claude/skills/animsequence && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
animsequence
GitHub stars
724
Token cost
~3.2k tokens
SKILL.md length
664 words
Files
8 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.

  • Works in 4 steps: Always Specify Bone Space → Use Preview → Validate → Bake Workflow → Build Skeleton Profile Before Editing → …
  • Creating a new animation sequence or adding keyframes to an existing one
  • SKILL.md covers ⚠️ Critical Rules, COMMON_MISTAKES, IMPORTANT: Asset Path Format and Sub-docs available, plus 1 more section
  • Editing raw bone tracks in an Unreal Engine animation asset

What it does

The skill wraps unreal.AnimSequenceService and unreal.SkeletonService, run through execute_python_code, to add or remove keyframes, set bone tracks, query sequence information and bake edits into a sequence. Discovery goes through safe methods such as list_skeletons, find_animations_for_skeleton and list_anim_sequences, which read asset metadata without loading assets into memory; the skill specifically warns against calling unreal.load_asset() in a loop because it causes memory crashes.

Every bone rotation must declare its coordinate space explicitly, defaulting to local (relative to the parent bone) for ordinary edits, with component space for cross-bone coordination and world space rarely used. The workflow runs inspect, profile, preview, validate, then bake, and a companion animation-editing skill handles constraint-aware bone posing while a skeleton skill covers bone hierarchy and retargeting. Reference files cover the API, bone rotation, data structures, method categories, patterns and workflows, plus a script for inspecting a sequence.

When your agent uses it

  • Creating a new animation sequence or adding keyframes to an existing one
  • Editing raw bone tracks in an Unreal Engine animation asset
  • Querying which animations exist for a given skeleton without loading every asset

Example prompts

  • “Add a keyframe at frame 30 rotating the left arm bone in local space.”
  • “List all animation sequences that use the Hero_Skeleton without loading them.”
  • “Bake my previewed bone rotation edits into the walk cycle sequence.”

Requirements

  • Unreal Engine with the VibeUE plugin and its AnimSequenceService

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Always Specify Bone Space
  2. Use Preview → Validate → Bake Workflow
  3. Build Skeleton Profile Before Editing
  4. Use Quaternions Internally, Euler for Intent

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unreal AnimSequence Editor loads about 3.2k tokens when it runs. Until then it costs about 84 tokens; SKILL.md has 664 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~84
When it runs · the whole SKILL.md, loaded when a task matches
~3.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 664 words, ~3,159 tokens.

Download SKILL.mdSave it as .claude/skills/animsequence/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.
name
animsequence
description
Create and edit AnimSequence keyframes and tracks — add/remove keyframes, set bone tracks, query sequence info, and bake edits (AnimSequenceService). Use when the user asks to create a new animation sequence, add keyframes/tracks, or edit raw animation data. For constraint-aware bone posing, also load animation-editing.
display_name
Animation Sequences & Editing
vibeue_classes
AnimSequenceService, SkeletonService
unreal_classes
AnimSequence, Skeleton, SkeletalMesh
keywords
animation, sequence, keyframe, curve, notify, sync marker, root motion, pose, bone track, animation editing, bone rotation, bone space, local space, component…

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "animation-system"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Animation Sequence & Editing Skill

This skill covers the inspect → profile → preview → validate → bake workflow for safe animation bone edits with correct bone-space handling and constraint validation.

Loading skills: skills load via the engine's AgentSkillToolset (ListSkills / GetSkills) — there is no vibeue-skills-manager tool. Run the VibeUE services below with execute_python_code (unreal.AnimSequenceService.<method>() / unreal.SkeletonService.<method>()).

Related Skills:

  • skeleton - For modifying skeleton bone transforms/hierarchy and retargeting modes
  • animation-blueprint - For state machines and AnimGraph navigation

Workflow: Create skeleton profile → Learn constraints → Preview bone rotations → Validate pose → Bake to keyframes

🛡️ SAFE DISCOVERY: Always use VibeUE service methods

DO NOT use unreal.load_asset() in loops - causes memory crashes!

USE THESE SAFE METHODS:

  • unreal.SkeletonService.list_skeletons(search_path) - Find skeletons
  • unreal.AnimSequenceService.find_animations_for_skeleton(skeleton_path) - Find animations
  • unreal.AnimSequenceService.list_anim_sequences(search_path, skeleton_filter) - List all animations

These methods query asset metadata WITHOUT loading assets into memory.

  • animation-blueprint - For state machines and AnimGraph navigation

Workflow: Create skeleton profile → Learn constraints → Preview bone rotations → Validate pose → Bake to keyframes

⚠️ Critical Rules

1. Always Specify Bone Space

All bone rotations must specify the coordinate space. Default to "local" for user intent.

SpaceDescriptionUse For
"local"Relative to parent boneMost edits (default)
"component"Relative to skeletal mesh rootCross-bone coordination
"world"World coordinatesRarely used for animations
python
# WRONG: Assuming space or not specifying
unreal.AnimSequenceService.apply_bone_rotation(path, "arm", rot, ...)

# CORRECT: Always specify space explicitly
unreal.AnimSequenceService.preview_bone_rotation(
    path, "upperarm_r", unreal.Rotator(0, 30, 0), "local", 0
)
2. Use Preview → Validate → Bake Workflow

Never apply edits directly without validation. Use the preview workflow:

python
import unreal

anim_path = "/Game/Anims/AS_Idle"

# Step 1: PREVIEW the edit
result = unreal.AnimSequenceService.preview_bone_rotation(
    anim_path, "upperarm_r", unreal.Rotator(0, 45, 0), "local", 0
)

# Step 2: VALIDATE against constraints
validation = unreal.AnimSequenceService.validate_pose(anim_path, True)  # Use learned constraints
if not validation.is_valid:
    for msg in validation.violation_messages:
        print(f"⚠️ {msg}")
    # Option A: Cancel and adjust
    unreal.AnimSequenceService.cancel_preview(anim_path)
    # Option B: Accept clamped values and continue

# Step 3: BAKE if valid
if validation.is_valid:
    result = unreal.AnimSequenceService.bake_preview_to_keyframes(
        anim_path, 0, -1, "cubic"
    )
    print(f"✓ Baked frames {result.start_frame} to {result.end_frame}")
3. Build Skeleton Profile Before Editing

Create a skeleton profile to get hierarchy, constraints, and learned ranges:

python
# WRONG: Editing without understanding the skeleton
unreal.AnimSequenceService.apply_bone_rotation(...)

# CORRECT: Build profile first
profile = unreal.SkeletonService.create_skeleton_profile("/Game/SK_Mannequin")
print(f"Skeleton has {profile.bone_count} bones")

# Check if constraints are available
if not profile.has_learned_constraints:
    # Learn from existing animations
    constraints = unreal.SkeletonService.learn_from_animations("/Game/SK_Mannequin", 50, 10)
    print(f"Learned from {constraints.animation_count} animations")
4. Use Quaternions Internally, Euler for Intent

User intent is expressed in Euler angles (degrees), but always use quaternions internally to avoid gimbal lock:

python
# User intent: "rotate forearm 30 degrees"
rotation_delta = unreal.Rotator(0, 30, 0)  # Euler (Roll, Pitch, Yaw)

# The service converts to quaternion internally
result = unreal.AnimSequenceService.preview_bone_rotation(
    anim_path, "lowerarm_r", rotation_delta, "local", 0
)

# To inspect quaternion values:
euler = unreal.AnimSequenceService.quat_to_euler(some_quat)

COMMON_MISTAKES

Wrong: Applying rotations without space
python
# WRONG - space is ambiguous
transform = unreal.Transform(rotation=some_rotation)
# This may be interpreted incorrectly

# CORRECT - always specify space
result = unreal.AnimSequenceService.preview_bone_rotation(
    anim_path, bone, rotation, "local", frame
)
Wrong: Editing without validation
python
# WRONG - direct edit without checking constraints
unreal.AnimSequenceService.apply_bone_rotation(
    path, "lowerarm_r", unreal.Rotator(0, 180, 0),  # Impossible elbow bend!
    "local", 0, -1, True
)

# CORRECT - preview → validate → bake
result = unreal.AnimSequenceService.preview_bone_rotation(...)
validation = unreal.AnimSequenceService.validate_pose(path, True)
if validation.is_valid:
    unreal.AnimSequenceService.bake_preview_to_keyframes(...)
Wrong: Guessing bone axis orientations
python
# WRONG - assuming pitch raises arm
rotation = unreal.Rotator(0, 90, 0)  # May not do what you expect!

# CORRECT - analyze reference pose first
ref_pose = unreal.AnimSequenceService.get_reference_pose(skeleton_path)
for bp in ref_pose:
    if bp.bone_name == "upperarm_r":
        euler = unreal.AnimSequenceService.quat_to_euler(bp.transform.rotation)
        print(f"Reference: Roll={euler.roll}, Pitch={euler.pitch}, Yaw={euler.yaw}")
        # Now you know the baseline to add deltas to
Wrong: Not building skeleton profile
python
# WRONG - editing without profile
unreal.AnimSequenceService.preview_bone_rotation(...)  # No constraints!

# CORRECT - build profile first
unreal.SkeletonService.create_skeleton_profile(skeleton_path)
# Now constraints are available for validation
⚠️ CRITICAL: Loading assets in loops causes crashes
python
# WRONG - Loading assets causes memory access violations (0xC0000005)
asset_subsystem = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem)
assets = asset_subsystem.list_assets("/Game", recursive=True)
for asset_path in assets:
    anim = unreal.load_asset(asset_path)  # ❌ CRASHES!
    if anim and hasattr(anim, 'get_skeleton'):
        skeleton = anim.get_skeleton()  # Memory violation

# CORRECT - Use Asset Registry API (no loading required)
asset_registry = unreal.AssetRegistryHelpers.get_asset_registry()
filter = unreal.ARFilter(
    class_paths=[unreal.TopLevelAssetPath("/Script/Engine", "AnimSequence")],
    recursive_paths=True,
    package_paths=["/Game"]
)
anim_assets = asset_registry.get_assets(filter)
for asset_data in anim_assets:
    # Access metadata without loading
    anim_name = asset_data.asset_name
    anim_path = asset_data.object_path
    # Get skeleton path from asset registry tags
    skeleton_tag = asset_data.get_tag_value("Skeleton")

Why this crashes:

  • unreal.load_asset() loads full asset into memory
  • Loading hundreds of animations in a loop exhausts memory
  • Unreal's garbage collection can't keep up
  • Results in exception code 0xC0000005 (access violation)

Safe alternatives:

  1. USE VibeUE's FindAnimationsForSkeleton() - BEST OPTION
  2. Use Asset Registry API to query metadata without loading
  3. Load one asset at a time with explicit unload
  4. Filter by path before loading (limit scope)

BEST: Use VibeUE AnimSequenceService methods

python
# CORRECT - VibeUE safe discovery (no loading)
import unreal

skeleton_path = "/Game/Characters/SK_Mannequin"

# Get all animations for a skeleton - no loading!
anims = unreal.AnimSequenceService.find_animations_for_skeleton(skeleton_path)

for anim_info in anims[:10]:
    print(f"{anim_info.anim_name}")
    print(f"  Duration: {anim_info.duration:.2f}s")
    print(f"  Frames: {anim_info.frame_count}")
    print(f"  Path: {anim_info.anim_path}")

Other safe VibeUE methods:

  • list_anim_sequences(search_path, skeleton_filter) - List all in path
  • get_anim_sequence_info(anim_path) - Get single anim info
  • search_animations(name_pattern, search_path) - Find by name pattern

Show full SKILL.md (221 more words)Show less

IMPORTANT: Asset Path Format

All anim_path parameters require the FULL asset path (package_name), NOT the folder path (package_path).

When using AssetDiscoveryService.search_assets(), use package_name NOT package_path:

python
import unreal

# Search for an animation
results = unreal.AssetDiscoveryService.search_assets("Run", "AnimSequence")
if results:
    asset = results[0]
    
    # CORRECT: Use package_name (full asset path)
    anim_path = str(asset.package_name)  # e.g., "/Game/Animations/Run/AS_Run_Forward"
    
    # WRONG: Do NOT use package_path (folder only)
    # folder = asset.package_path  # e.g., "/Game/Animations/Run" - This will FAIL!
    
    # Now you can use the anim_path with AnimSequenceService
    info = unreal.AnimSequenceService.get_anim_sequence_info(anim_path)

Sub-docs available

Load these sibling docs for deeper coverage of specific topics:

  • api-reference.md - Full Python API reference (SkeletonService profile/constraint methods, AnimSequenceService preview/edit/pose/visual capture, creation/helper/query methods, key structs). Also contains the secondary skill manifest for the merged "Animation Sequence Skill" content set.
  • data-structures.md - Key data structures (FSkeletonProfile, FBoneConstraint, FLearnedBoneRange, FAnimationEditResult, FAnimationPoseCaptureResult, FBoneDelta) and full DTO reference (AnimSequenceInfo, BoneTrackData, AnimKeyframe, BonePose, AnimCurveInfo, CurveKeyframe, AnimNotifyInfo, SyncMarkerInfo).
  • workflows.md - Editing workflows (inspect, preview/validate single bone, multi-bone atomic, manual constraints, learn from animations, copy/mirror pose, retarget preview) and creation workflows (from reference pose, from keyframe data, simple keyframes, rotation keyframes, wave animation example).
  • patterns.md - Common patterns (listing animations, getting pose at time, adding curves, managing/configuring notifies) and the CRITICAL RULES checklist for creation/notify operations and asset paths.
  • method-categories.md - Categorised table of every AnimSequenceService method by domain (Discovery, Creation, Helpers, Properties, Bone Tracks, Poses, Curves, Notifies, Notify Tracks, Sync Markers, Root Motion, Additive, Compression, Export, Editor).
  • bone-rotation.md - Bone Rotation Axis Discovery: why bone local coordinate systems are non-intuitive and the required discovery workflow (reference pose values → analyze existing animations → incremental axis testing) before writing rotation animation code.

Sample scripts (run via execute_python_code)

  • scripts/inspect_sequence.txt — safely inspect AnimSequences for a skeleton (metadata, no asset loading).

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 7 other files (scripts) in Content/Skills/animsequence of kevinpbuckley/VibeUE.

  • SKILL.md
  • api-reference.md
  • bone-rotation.md
  • data-structures.md
  • method-categories.md
  • patterns.md
  • scripts/inspect_sequence.txt
  • workflows.md

Open the folder on GitHubat commit dc051be

Compare with similar skills

Unreal AnimSequence Editor next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unreal AnimSequence Editor compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal AnimSequence Editor this skillkevinpbuckley/VibeUE724—~3.2kAutomated safety check: PassMIT
Unreal BridgeTornLux/UnrealBridge305—~8.4kAutomated safety check: NotesMIT
Scenario Unreal Cinematicsscenario-labs/skills913—~5.1kAutomated safety check: PassMIT
Scenario Unreal Pipeline Automationscenario-labs/skills913—~5kAutomated safety check: PassMIT
Scenario Unreal Expertscenario-labs/skills913—~6.4kAutomated safety check: PassMIT
Scenario Unreal Gameplayscenario-labs/skills913—~5.2kAutomated safety check: PassMIT

Similar skills

  • Unreal Bridge

    TornLux/UnrealBridge

    Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.

    305 GitHub stars~8.4k tokensUpdated 7 days ago
    Game DevelopmentAuto-check: notes
  • Scenario Unreal Cinematics

    scenario-labs/skills

    A skill your agent uses when making a trailer, cutscene, cinematic or short film in Unreal Engine 5.8 with Sequencer: shot lists, master and shot sequences, cameras, lenses, depth of field, camera…

    913 GitHub stars~5.1k tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • A skill your agent uses when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange…

    913 GitHub stars~5k tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • Scenario Unreal Expert

    scenario-labs/skills

    A skill your agent uses when an agent drives Unreal Engine 5.8 on a Mac for any task: Editor Python (the unreal module), headless UnrealEditor-Cmd -run=pythonscript jobs, Epic's Unreal MCP server…

    913 GitHub stars~6.4k tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • Scenario Unreal Gameplay

    scenario-labs/skills

    A skill your agent uses when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD…

    913 GitHub stars~5.2k tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • 2D Map and Scene Generator

    0x0funky/agent-sprite-forge

    Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.

    4.3k GitHub stars~2.9k tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed

More from kevinpbuckley/VibeUE

All 39 skills in this repo
  • Unreal Animation Bone Editor

    kevinpbuckley/VibeUE

    Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.

    724 GitHub stars~1.3k tokensUpdated yesterday
    Auto-check passed
  • Unreal Animation Montage

    kevinpbuckley/VibeUE

    Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.

    724 GitHub stars~3.6k tokensUpdated yesterday
    Auto-check passed
  • Unreal Asset Import and Export

    kevinpbuckley/VibeUE

    Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.

    724 GitHub stars~6.5k tokensUpdated yesterday
    Auto-check passed
  • Unreal Engine Settings Control

    kevinpbuckley/VibeUE

    Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.

    724 GitHub stars~1.3k tokensUpdated yesterday
    Auto-check passed
  • Unreal Enhanced Input Setup

    kevinpbuckley/VibeUE

    Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.

    724 GitHub stars~2.4k tokensUpdated yesterday
    Auto-check passed
  • Unreal Enum and Struct Editor

    kevinpbuckley/VibeUE

    Creates, edits and inspects Unreal Engine UserDefinedEnums and UserDefinedStructs through Python, including adding values or members and reading internal versus display names.

    724 GitHub stars~2.3k tokensUpdated yesterday
    Auto-check passed

Questions about Unreal AnimSequence Editor

What does Unreal AnimSequence Editor do?

Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling. SkeletonService, run through execute_python_code, to add or remove keyframes, set bone tracks, query sequence information and bake edits into a sequence.load_asset() in a loop because it causes memory crashes.

When should I use Unreal AnimSequence Editor?

Unreal AnimSequence Editor fits situations like: creating a new animation sequence or adding keyframes to an existing one; editing raw bone tracks in an Unreal Engine animation asset; querying which animations exist for a given skeleton without loading every asset.

How do I install Unreal AnimSequence Editor in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill animsequence -a claude-code`. Or copy the skill folder (Content/Skills/animsequence in kevinpbuckley/VibeUE) into .claude/skills/animsequence in your project. Claude Code loads it when a task matches its description.

How do I install Unreal AnimSequence Editor in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill animsequence -a codex`. Or copy the skill folder (Content/Skills/animsequence in kevinpbuckley/VibeUE) into .agents/skills/animsequence in your project. Codex loads it when a task matches its description.

Can I use Unreal AnimSequence Editor in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill animsequence -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/animsequence, .gemini/skills/animsequence, .github/skills/animsequence and .opencode/skills/animsequence in your project.

What does Unreal AnimSequence Editor need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal AnimSequence Editor is instructions for the agent only. Our summary lists: Unreal Engine with the VibeUE plugin and its AnimSequenceService.

Does Unreal AnimSequence Editor access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unreal AnimSequence Editor safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Unreal AnimSequence Editor use?

Unreal AnimSequence Editor is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unreal AnimSequence Editor use?

About 3.2k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unreal AnimSequence Editor?

Skills that share tags, products or a category with Unreal AnimSequence Editor: Unreal Bridge (TornLux/UnrealBridge, 305 stars), Scenario Unreal Cinematics (scenario-labs/skills, 913 stars), Scenario Unreal Pipeline Automation (scenario-labs/skills, 913 stars) and Scenario Unreal Expert (scenario-labs/skills, 913 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal AnimSequence Editor?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 724 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.