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Get Started Free →Unreal Engine Sequencer skill for cinematics, camera cuts, and in-game cutscenes.
.claude/skills/a5c-ai-unreal-sequencer/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-05 | ✗→✓ | ▲ Improved | -19% | 0% |
| case-01 | ✓→✓ | = Same ✓ | 38% | 0% |
| case-02 | ✓→✓ | = Same ✓ | -6% | 0% |
| case-03 | ✓→✓ | = Same ✓ | 21% | 0% |
| case-04 | ✓→✓ | = Same ✓ | 26% | 0% |
Sequencer for cinematics and cutscenes in Unreal Engine.
This skill provides capabilities for creating cinematics using Unreal's Sequencer, including camera work, actor animation, and event triggering.
cpp// Play sequence from code ULevelSequence* Sequence = LoadSequence(); ALevelSequenceActor* SequenceActor; ULevelSequencePlayer* Player = ULevelSequencePlayer::CreateLevelSequencePlayer( GetWorld(), Sequence, FMovieSceneSequencePlaybackSettings(), SequenceActor ); Player->Play();
1. Add Event Track to sequence
2. Add key at desired time
3. Create event in blueprint
4. Bind event to function| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-01 | pass→pass | 5,508 | 14,323 | +160% | 1 | 1 | 0% | 987 | 1,365 | +38% | 0 | 0 | — |
case-02 | pass→pass | 8,339 | 7,035 | -16% | 1 | 1 | 0% | 1,528 | 1,434 | -6% | 0 | 0 | — |
case-03 | pass→pass | 6,997 | 6,230 | -11% | 1 | 1 | 0% | 1,042 | 1,258 | +21% | 0 | 0 | — |
case-04 | pass→pass | 4,564 | 2,969 | -35% | 1 | 1 | 0% | 727 | 918 | +26% | 0 | 0 | — |
case-05 | fail→pass | 10,353 | 6,192 | -40% | 1 | 1 | 0% | 1,502 | 1,214 | -19% | 0 | 0 | — |
case-06 | pass→pass | 13,266 | 14,407 | +9% | 1 | 1 | 0% | 2,099 | 2,320 | +11% | 0 | 0 | — |
case-07 | pass→pass | 14,392 | 15,922 | +11% | 1 | 1 | 0% | 2,233 | 2,579 | +15% | 0 | 0 | — |
case-08 | pass→pass | 10,036 | 11,596 | +16% | 1 | 1 | 0% | 1,534 | 2,032 | +32% | 0 | 0 | — |
case-09 | pass→pass | 13,298 | 12,662 | -5% | 1 | 1 | 0% | 1,749 | 2,186 | +25% | 0 | 0 | — |
case-10 | pass→pass | 17,911 | 13,516 | -25% | 1 | 1 | 0% | 2,416 | 2,340 | -3% | 0 | 0 | — |
case-11 | pass→pass | 5,939 | 4,195 | -29% | 1 | 1 | 0% | 770 | 894 | +16% | 0 | 0 | — |
case-12 | pass→pass | 17,680 | 30,225 | +71% | 1 | 1 | 0% | 2,351 | 3,097 | +32% | 0 | 0 | — |
case-13 | pass→pass | 16,084 | 19,263 | +20% | 1 | 1 | 0% | 2,273 | 3,359 | +48% | 0 | 0 | — |
case-14 | pass→pass | 9,086 | 8,805 | -3% | 1 | 1 | 0% | 1,563 | 1,812 | +16% | 0 | 0 | — |
case-15 | pass→pass | 10,652 | 11,819 | +11% | 1 | 1 | 0% | 1,567 | 2,133 | +36% | 0 | 0 | — |
case-16 | pass→pass | 15,274 | 14,385 | -6% | 1 | 1 | 0% | 1,860 | 2,479 | +33% | 0 | 0 | — |
case-17 | pass→pass | 18,626 | 20,816 | +12% | 1 | 1 | 0% | 2,763 | 3,274 | +18% | 0 | 0 | — |
case-18 | pass→pass | 13,744 | 4,199 | -69% | 1 | 1 | 0% | 1,763 | 937 | -47% | 0 | 0 | — |
case-19 | pass→pass | 3,377 | 2,706 | -20% | 1 | 1 | 0% | 545 | 844 | +55% | 0 | 0 | — |
case-20 | pass→pass | 16,734 | 18,275 | +9% | 1 | 1 | 0% | 3,342 | 4,017 | +20% | 0 | 0 | — |
case-21 | pass→pass | 13,826 | 24,744 | +79% | 1 | 1 | 0% | 2,530 | 4,153 | +64% | 0 | 0 | — |
case-22 | pass→pass | 14,025 | 15,649 | +12% | 1 | 1 | 0% | 2,577 | 2,800 | +9% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted. The headline lift of +5 percentage points is the difference between those two pass rates over the 22 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.