animation-editing
🧠 Brains complement: IF an
unreal-engine-skills-managertool (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 Editing Skill
Covers the profile → preview → validate → bake workflow for safe bone edits with correct bone-space handling and constraint validation.
Load companion skills:
animsequence(basic keyframe creation),skeleton(structure, retargeting),animation-blueprint(state machines / AnimGraph). Skills load via the engine'sAgentSkillToolset(ListSkills/GetSkills) — there is novibeue-skills-managertool. Run the VibeUE services below withexecute_python_code(unreal.<Service>.<method>()).
🛡️ Safe discovery — never
unreal.load_asset()in loops (memory crash 0xC0000005). UseSkeletonService.list_skeletons(path),AnimSequenceService.find_animations_for_skeleton(skeleton),AnimSequenceService.list_anim_sequences(path, skeleton_filter)— they query metadata without loading.