Animation
From bone track to locomotion set.
205 actions
Creates and edits sequences with bone tracks, curves, notifies and sync markers; builds montages and 1D/2D blend spaces; writes Animation Blueprint graphs — states, transitions, rules, wired anim nodes, all of it; and covers PoseSearch, Control Rig, Physics Assets, IK Rigs, Retargeters and skeleton management too. The AnimGraph itself is fully authorable now: cached poses, slot nodes, additive and mesh-space additive blends, layered blend per bone, blend-by-int and blend-by-enum, sync groups, linked anim layers, Control Rig nodes and conduits — any anim node class, not a short list of blessed ones. State machines can be edited after they exist rather than only built once, retargeting gets a real op stack with foot ground-lock and a biped preset, and distance-matching curves bake straight from root motion. Graphs come out auto-laid-out with nothing else installed.
Sequences & montages
AnimGraph authoring
State machine editing
Blend spaces
Retarget op-stack
Distance matching
Control Rig
PoseSearch
Sequencer & Rendering
Cinematics that render while you sleep.
13 actions
Authors level sequences with actor bindings, transform, visibility and camera-cut tracks, keyframes properties, controls playback, and renders through Movie Render Pipeline as async jobs — your AI queues the render, goes off and does something else, and picks up the frames when they're ready.
Shot creation
Keyframing
Camera cuts
Async MRP renders
Sequence Inspection
Every binding, accounted for.
8 actions
Lists every binding inside a sequence — legacy possessables, spawnables and UE 5.7 custom bindings — reads Director Blueprint functions and variables, walks event tracks, and reverse-looks-up which sections fire a given director function across the entire project. No more guessing what's wired to what.
Bindings
Director Blueprints
Event tracks
Reverse lookup