meshy-dev/meshy-dcc-adapters/unreal-cinematics
Claude Code and agent skill by meshy-dev/meshy-dcc-adapters
- community
Checking that the SKILL.md file is still in the repository.
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-cinematicsSKILL.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
- Call
create_level_sequenceto create a new sequence asset. - Use
add_actor_to_sequenceto bind actors as sequence tracks. - Author keyframes with
add_transform_keyframe. - Add camera cuts via
add_camera_cut_trackfor shot switching. - Set playback ranges with
set_playback_range. - Inspect sequence state with
get_sequence_info. - Add an MRQ job with
queue_sequence_render, start it withstart_queued_render, pollget_render_status, and usecancel_queued_renderwhen 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 Browseropen_level_sequence— Open a Level Sequence in the Sequencer editoradd_actor_to_sequence— Bind an actor as a track in a Level Sequenceadd_transform_keyframe— Add location/rotation/scale keyframes at a timeset_playback_range— Set the sequence start and end frameget_sequence_info— Inspect tracks, bindings, and playback rangeadd_camera_cut_track— Add a camera cut track for shot switchingqueue_sequence_render— Configure an active-session MRQ job, optionally with an OCIO display transform, without starting a renderstart_queued_render— Start the active MRQ queueget_render_status— Inspect active MRQ statecancel_queued_render— Cancel the active MRQ executor and skip remaining jobs
Security
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Source
- SKILL.md in the repositoryCheckingmeshy-dcc-unreal/src/meshy_dcc_unreal/skills/unreal-cinematics/SKILL.md
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