meshy-dev/meshy-dcc-adapters/unreal-cinematics

Claude Code and agent skill by meshy-dev/meshy-dcc-adapters

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Domain skill — Sequencer shot and keyframe orchestration, camera cut tracks, and Movie Render Queue job setup. Use when creating or editing Level Sequences, authoring camera animation, or preparing an MRQ job in Unreal Engine 5. Not for Blueprint scripting (unreal-blueprints) or runtime playback (unreal-runtime).

Install

npx vskill@latest install meshy-dev/meshy-dcc-adapters/unreal-cinematics

SKILL.md

unreal-cinematics (Authoring stage)

Create and edit Level Sequences, add camera cuts and actor bindings, author transform keyframes, control playback range, and prepare cinematic jobs for the Movie Render Queue. Starting a render and verifying output are outside this skill's current contract.

Movie Render Queue tools require the MovieRenderPipeline plugin and fail closed before queue, asset, console-command, or executor mutation when it is not enabled. Use unreal_automation__preflight_plugins with capability=movie_render_queue for a read-only readiness check.

Workflow

  1. Call create_level_sequence to create a new sequence asset.
  2. Use add_actor_to_sequence to bind actors as sequence tracks.
  3. Author keyframes with add_transform_keyframe.
  4. Add camera cuts via add_camera_cut_track for shot switching.
  5. Set playback ranges with set_playback_range.
  6. Inspect sequence state with get_sequence_info.
  7. Add an MRQ job with queue_sequence_render, start it with start_queued_render, poll get_render_status, and use cancel_queued_render when the output is rejected.

When UE 5.8+ official MCP is available, the unreal-official-mcp skill provides additional Sequencer tools through Epic's toolset registry. Prefer the official path for complex shot workflows.

Scripts

  • create_level_sequence — Create a new Level Sequence asset in the Content Browser
  • open_level_sequence — Open a Level Sequence in the Sequencer editor
  • add_actor_to_sequence — Bind an actor as a track in a Level Sequence
  • add_transform_keyframe — Add location/rotation/scale keyframes at a time
  • set_playback_range — Set the sequence start and end frame
  • get_sequence_info — Inspect tracks, bindings, and playback range
  • add_camera_cut_track — Add a camera cut track for shot switching
  • queue_sequence_render — Configure an active-session MRQ job, optionally with an OCIO display transform, without starting a render
  • start_queued_render — Start the active MRQ queue
  • get_render_status — Inspect active MRQ state
  • cancel_queued_render — Cancel the active MRQ executor and skip remaining jobs

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