| name | cortex-animation |
| description | Use when inspecting skeletal animation assets or authoring sequence skeleton named notifies through UnrealCortex. |
Cortex Animation
Work with Unreal skeletal animation assets through the anim MCP domain.
Before Using Tools
- Read
.cortex/domains/anim.md if present.
- Prefer
anim_cmd(command="...", params={...}) and use exact command names from live capabilities.
- Inspect first and use the returned shared Cortex
fingerprint as expected_fingerprint before any mutation.
Supported Surface
Inspection:
list_assets
get_sequence_info
get_montage_info
get_skeleton_info
get_animbp_info
Authoring is intentionally narrow:
add_named_notify
update_named_notify
remove_named_notify
Named notify mutations apply only to zero-duration sequence skeleton named notifies. They require asset_path, precise input or selector fields, expected_fingerprint, and support dry_run plus optional save (false by default).
Guardrails
- Use
dry_run=true before destructive or uncertain changes.
- Treat stale fingerprint errors as a signal to re-inspect and ask whether to retry.
- Do not call or invent object notify, notify state, curve, montage section, socket, AnimBP authoring, blendspace, retargeting, runtime preview, or animation
save_asset commands.
- If a command is absent from live capabilities, report that the requested animation authoring is unavailable.
Verification
For C++ domain changes, run:
powershell.exe -NoProfile -ExecutionPolicy Bypass -Command "& { Set-Location 'cli/Testing'; .\RunTests.ps1 'Cortex.Animation+' }"
For MCP scenario coverage with an editor running:
cd Plugins/UnrealCortex/MCP && uv run pytest tests/test_mcp_scenarios.py -v -k animation