Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
A skill your agent uses when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget…
$ npx skills add scenario-labs/skills --skill scenario-unreal-animation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-animation --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-animation .claude/skills/scenario-unreal-animation && rm -rf skills-srcUse ~/.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/
Install the "scenario-unreal-animation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-animation into .claude/skills/scenario-unreal-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-animation", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-animationType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add scenario-labs/skills --skill scenario-unreal-animation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-animation --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-animation .agents/skills/scenario-unreal-animation && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-unreal-animation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-animation into .agents/skills/scenario-unreal-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-animation", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add scenario-labs/skills --skill scenario-unreal-animation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-animation --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-animation .cursor/skills/scenario-unreal-animation && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "scenario-unreal-animation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-animation into .cursor/skills/scenario-unreal-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-animation", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/scenario-labs/skills.git --path skills/game-engines/unreal/scenario-unreal-animation--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add scenario-labs/skills --skill scenario-unreal-animation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-animation --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-animation .gemini/skills/scenario-unreal-animation && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "scenario-unreal-animation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-animation into .gemini/skills/scenario-unreal-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-animation", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install scenario-labs/skills scenario-unreal-animationInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add scenario-labs/skills --skill scenario-unreal-animation -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-animation .github/skills/scenario-unreal-animation && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "scenario-unreal-animation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-animation into .github/skills/scenario-unreal-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-animation", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add scenario-labs/skills --skill scenario-unreal-animation -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-animation --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-animation .opencode/skills/scenario-unreal-animation && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "scenario-unreal-animation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-animation into .opencode/skills/scenario-unreal-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-animation", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
scenario-unreal-animationA skill your agent uses when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget…
Scenario Unreal Animation is an agent skill from scenario-labs/skills. Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bone, foot IK, Control Rig, Animation Blueprint cost, "animation is expensive", budget allocator, URO, MetaHuman LODs, ML Deformer, cloth.
Its SKILL.md is about 5.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).
It sits in Game Development, covering Game development. It works with Unreal Engine. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.
12 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.
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.
Ships 1 file in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
npxpython3From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Scenario Unreal Animation loads about 5.3k tokens when it runs, and up to ~32k if it reads all its reference files. Until then it costs about 116 tokens; SKILL.md has 2,082 words of instructions outside code blocks.
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.
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.
The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,082 words, ~5,329 tokens.
.claude/skills/scenario-unreal-animation/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert level means contact that holds on every clip the game plays, locomotion authored against the movement model that changes category on the input frame, animation that costs a measured number of milliseconds on the target, and clean data at the source. The agent works through data and templates: it scripts assets, IK Rigs, retargeters, databases and settings, duplicates Epic's AnimBPs instead of drawing graphs, measures contact numerically, then looks at frames. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-unreal-expert (channels, review loop, 5.8 traps).
Status (2026-09-24): Unreal is not installed. The offline layer of scripts/ue_anim.py passed 30 tests (python3 tests/code/unreal-animation/run_all.py --offline). Every in-editor snippet is not yet run in Unreal; [verify] names are answered by job_00_anim_probe.py. Import: sys.path[:0] = ["<skills>/scenario-unreal-animation/scripts", "<skills>/scenario-unreal-expert/scripts"]; import ue_anim as A.
ik_foot_l/r, ik_hand_gun); one-off fixes go in an Additive Pose op, not the base pose (Richardson [00:33:16]; 5.8 retargeting doc).| Input | Changes | Default when silent |
|---|---|---|
| Platform, frame budget, characters on screen | budgets, LODs, allocator, runtime vs offline retarget | console-class 60 fps; animation share from scenario-unreal-performance |
| Multiplayer, hero fidelity | capsule vs root-motion-driven | multiplayer: capsule driven, root motion in montages; single-player hero needing planted refacing turns: evaluate root-motion-driven through the root motion attribute (Jose [00:33:25]-[00:34:29]); Mover 5.8 adds ChaosMover trajectory prediction, still heading out of Experimental |
| Movement model: speeds per direction, acceleration, braking | timing of every clip | GASP speeds when reusing GASP data; tune before authoring |
| Clip set: GASP, mocap, hand-keyed, count | motion matching vs state machine | motion matching with procedural nodes; state machine plus warping (Lyra) only for explicit per-state control |
| Gameplay needs | strafing and states multiply content (each state almost doubles it, DeVoe) | orient-to-movement, walk, run, jump |
| Skeleton contract from the DCC | chains, IK bones, root | scenario-maya-rigging game_skeleton_check clean |
job_00_anim_probe.py headless. GATE: probe.json lists IK Rig, retargeter, Pose Search, AnimPose, Interchange, MetaHuman names and whether 5.8 BlueprintGraphEditor exists.A.import_character / A.import_animations (explicit options on either importer), then A.import_audit(A.skeletal_mesh_facts(mesh)): one root, unused bones (5.8 Bone Count Reduction), influences over 8, units. Set project-wide import defaults once: A.apply_ini_plan(cfg, A.import_defaults_plan()) for the legacy importer, the project pipeline in the Interchange Import Content stack. GATE: no error; mesh looked at in a neutral lit preview.A.transfer_method(source, target). GATE: method and reason written down.A.create_ik_rig (5.8 template splits Leg at the ankle and adds Foot chains), A.biped_chain_plan for custom names. GATE: A.chain_map_check clean.A.create_retargeter; op settings once in the GUI, saved as RTG_Template; Pin Bones from A.ik_bone_pin_plan(bones, A.mannequin_bone_map(bones, parents)). GATE: A.op_stack_check(ops, proportions_differ=True, target_ik_bones=..., runtime=..., profile_ops_us=...) clean; A.retarget_log_check on the Retarget Output Log clean; LOD thresholds and Profile Ops for any runtime retargeter.A.batch_retarget(..., retain_additive=True); mocap through its own retargeter (Filter Bones, Generate From Target Pelvis); A.anim_content_audit, A.ensure_root_motion, A.strip_curves. GATE: A.compare_contact on walk, run, turn, crouch, jump, a contact clip and a mocap clip; A.root_motion_check; contact frames looked at side and front.A.capsule_match (root on the path, chest within tolerance, root stops with the capsule) and A.speed_parity on returned clips.A.decide_locomotion(...). Motion matching: migrate GASP, A.motion_matching_coverage (foot pairs, capture shapes), A.database_plan, duplicate schemas and databases, then remap every mannequin bone name: A.schema_bone_check(A.schema_facts(s)["bones"], bones, bone_map), Pose History bones in the GUI; tags, notify filtering, repetition guards. Procedural nodes: A.procedural_order_check, A.offset_root_bone_modes. GATE: zero "no database" warnings cycling every state in PIE; Rewind Debugger read on each transition frame; starts, stops, pivots at 0.25 timescale from a still camera.A.root_motion_mode_check(mode, multiplayer, montage_root_motion); A.montage_blend_out_check; traversal tails through a JustTraversed database. GATE: no root velocity in the blend-out window; show collision capsule stays with the mesh; game thread measured.A.fbik_foot_defaults(mannequin_like=False) re-derives the knee axis). Sequencer shots: CR_GroundAlignment on the mannequin, then retarget. GATE: stairs and 30 degree slope captures, foot gap per frame, no pop, no jitter.A.anim_ini_plan, A.animbp_settings, A.compile_and_scan, A.allocator_config_check, A.lod_settings_check. GATE: stat anim, stat unit, Insights before and after on the same path.| Value | Relative to | Source |
|---|---|---|
| GASP speeds: walk about 2, strafe 3.5, run 5 m/s | movement model and clips | GASP team [01:27:17] |
| Capsule stop 5 frames; offset root radius about 30 cm | capsule | GASP team [00:27:38], [01:52:15] |
| Steering desired facing 0.5 s ahead | trajectory | Jose [00:29:50] |
| Notify Recency Time Out 0.2 s; weights example Pose 1, Trajectory 3 | Motion Matching node, schema | motion matching doc |
| Minimal sets 13, 26, 60 to 80 clips (GASP over 500) | locomotion | DeVoe |
a.Budget.BudgetMs 1.0 (default), 1.5, 2.0, 2.5 | game thread, ViewDistanceQuality 0 to 3 | AnimBP doc |
| Max bone influences 8 (LOD0), 4, 1 (last) | skeletal LODs | Lake; Biava |
| FBIK: pelvis stiffness 0.8, knee preferred Z 45, ankle -70..70 | mannequin joint axes | Control Rig doc |
| Filter Bones: Responsiveness 0.3 to 0.8, Velocity Cutoff 15 to 30 Hz, under frame rate / 2 | mocap | retargeting doc |
| MetaHuman pose drivers 1.4 ms PS5 before 5.6, about 0.4 ms after | per character | DeVoe |
| Contact tolerances 1 to 2 cm; root on capsule 2 cm; chest 30 cm | planted frames, authored clips | [added] defaults |
No source gives a per-character ms budget: take the animation share from scenario-unreal-performance.
A.* checks of each Workflow gate, summarized by verdict(issues) with no error.stat anim, stat unit, Insights (animation channel, game-thread AnimGraph update), stat group PoseSearch (5.8 names), a.Budget.Debug.Enabled 1, Retarget Profile Ops.references/critique.md.| Mistake | What it looks like | Fix |
|---|---|---|
| Animation imported without the target skeleton | clip does not play; stray <Mesh>_Skeleton | always pass the skeleton |
| No Blend to Source on leg IK | feet sink on shorter targets | Blend to Source; Scale Source at the top if hands over-reach |
| IK helper bones not pinned | leg or weapon IK reads a reference-pose bone | Pin Bones per ik_bone_pin_plan |
| Batch with an auto-generated retargeter | IK off, override sets ignored | hand-built retargeter |
| Clips authored before the movement model is tuned | every clip retimed; animation and system bugs mixed | model first, capsule_match |
| Duplicated GASP schema on a custom skeleton | channels read missing mannequin bones, poor picks | schema_bone_check, schema skeleton, mirror table rebuilt |
| One big database, weights tuned | starts improve, stops break | split by state, Chooser, interrupt on core state change |
| State machine chosen because the set is small | stiff transitions | minimal set plus procedural nodes |
| Steering after Offset Root Bone, or none, with keyboard input | selection thrashes | Steering first, only while moving or in air |
| Montages Only picked "to keep the graph on workers" | unbudgeted game-thread cost | both modes run the graph on the game thread; budget, or No Root Motion Extraction |
| Blend Out Trigger Time -1 with root still moving | walk-loop frames after traversal | trigger 0, or root motion ends earlier |
Allocator node without a.Budget.Enabled, or allocator plus URO | no effect, confusing throttling | both switches on; never both systems |
| Offset root bone near walls | mesh clips into walls | smaller radius near walls or collision-aware trajectory |
game_skeleton_check JSON.CR_GroundAlignment guidance, MetaHuman Cine tier only for pre-rendered shots.DatabaseAnimationAssets (5.7), Chooser-column databases default to Brute Force, ...FromContext channel getters, renamed stats, "Block Transition In".unreal.BlueprintGraphEditor is the 5.8 route for Blueprint graph edits; whether it reaches AnimGraph nodes is [verify]: try on a copy, else templates and computer use.FSmartName and 5.0 to 5.6 anim APIs removed.ConvertLegacyDNAAssets -DryRun first; face MetaHuman Animator on macOS, body Windows only.references/procedures.md: full code per stage, test path, status; before any scripted step.references/expert-notes.md: judgment by expert, disagreements and deciding conditions.references/critique.md: the self-review rubric; at every gate.references/gui-paths.md: editors, menus, settings for a computer-use agent.references/sources.md: every source, credential, URL, best timestamps, revision history.© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 6 other files (scripts, references) in skills/game-engines/unreal/scenario-unreal-animation of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unreal Animation 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Scenario Unreal Animation this skillscenario-labs/skills | 946 | — | ~5.3k | Automated safety check: Pass | MIT | |
| Unreal BridgeTornLux/UnrealBridge | 306 | — | ~8.4k | Automated safety check: Notes | MIT | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| UMG Material MCPwinyunq/UnrealMotionGraphicsMCP | 210 | — | ~913 | Automated safety check: Pass | MIT | |
| Unreal Animation Bone Editorkevinpbuckley/VibeUE | 730 | — | ~1.3k | Automated safety check: Pass | MIT | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 338 | — | ~1.8k | Automated safety check: Pass | MIT |
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
winyunq/UnrealMotionGraphicsMCP
Creates, edits and compiles Unreal Engine 5.8 material assets as one HLSL Custom node through the UMG MCP bridge, instead of editing .uasset files directly.
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.
EpicGames/unreal-engine-skills-for-claude-code-plugin
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
flopperam/unreal-engine-mcp
Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level.
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Works with
Categories
A skill your agent uses when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget…. Scenario Unreal Animation is an agent skill from scenario-labs/skills. Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bone, foot IK, Control Rig, Animation Blueprint cost, "animation is expensive", budget allocator, URO, MetaHuman LODs, ML Deformer, cloth.
Scenario Unreal Animation fits situations like: A UE5 task involves characters in motion: import FBX from Maya with a skeleton; retarget animations; floating after retarget; motion Matching.
Run `npx skills add scenario-labs/skills --skill scenario-unreal-animation -a claude-code`. Or copy the skill folder (skills/game-engines/unreal/scenario-unreal-animation in scenario-labs/skills) into .claude/skills/scenario-unreal-animation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unreal-animation -a codex`. Or copy the skill folder (skills/game-engines/unreal/scenario-unreal-animation in scenario-labs/skills) into .agents/skills/scenario-unreal-animation in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add scenario-labs/skills --skill scenario-unreal-animation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-unreal-animation, .gemini/skills/scenario-unreal-animation, .github/skills/scenario-unreal-animation and .opencode/skills/scenario-unreal-animation in your project.
Going by SKILL.md and its folder, Scenario Unreal Animation needs Python for the scripts in its folder and the command-line tools its instructions call (npx and python3). Our summary lists: Python 3; Node.js.
SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
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.
Scenario Unreal Animation is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.3k tokens (SKILL.md is roughly 21k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 27k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unreal Animation: Unreal Bridge (TornLux/UnrealBridge, 306 stars), Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars), UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 210 stars) and Unreal Animation Bone Editor (kevinpbuckley/VibeUE, 730 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.
Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.