Critical Risk →

animation

Animation assets, skeletons, montages, blendspaces, anim blueprints, physics assets. Actions: - read_anim_blueprint: Read AnimBP structure. Params: assetPath - read_montage: Read montage. Params: assetPath - read_sequence: Read anim sequence. Params: assetPath - scan_animation_tracks: Scan AnimSe...

Risk signalsAccepts file system path (directory) · High parameter count (92 properties) · Bulk/mass operation — affects multiple targets · Admin/system-level operation

Part of the Ue server.

animation can permanently delete data in Ue, with no limits today. PolicyLayer puts allow, deny, and rate-limit rules on every call. Live in minutes.

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AI agents may call animation to permanently remove or destroy resources in Ue. Without a policy, an autonomous agent could delete critical data in a loop with no way to undo the damage. PolicyLayer blocks destructive tools by default and requires explicit human approval before enabling them.

Without a policy, an AI agent could call animation in a loop, permanently destroying resources in Ue. There is no undo for destructive operations. PolicyLayer blocks this tool by default and only allows it when a human explicitly approves the action.

Destructive tools permanently remove data. Block by default. Only enable with explicit approval workflows.

policy.json
{
  "version": "1",
  "default": "deny",
  "hide": [
    "animation"
  ]
}

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These attack patterns abuse exactly the kind of access animation gives an agent. Each links to the full case and the policy that stops it:

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Every attack above starts with a tool call. PolicyLayer checks each one against your policy first, so animation only ever does what you allow.

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Other destructive tools across the catalogue. The same approach applies to each: deny by default, or require human approval.

What does the animation tool do? +

Animation assets, skeletons, montages, blendspaces, anim blueprints, physics assets. Actions: - read_anim_blueprint: Read AnimBP structure. Params: assetPath - read_montage: Read montage. Params: assetPath - read_sequence: Read anim sequence. Params: assetPath - scan_animation_tracks: Scan AnimSequence bone-track counts. Params: directory?, recursive?, assetPaths?, skeletonPath?, targetTrackCount?, includeTrackNames? - read_blendspace: Read blendspace. Params: assetPath - add_blend_sample: Append a sample to a BlendSpace. Params: assetPath, animation (AnimSequence path), position {x,y} (or flat x,y) (#248) - set_blend_sample: Move an existing BlendSpace sample or swap its animation. Params: assetPath, sampleIndex, position? {x,y} (or flat x,y), animation? (#272) - list: List anim assets. Params: directory?, recursive? - create_montage: Create montage. Params: animSequencePath, name?, packagePath? - create_anim_blueprint: Create AnimBP. Params: skeletonPath, name?, packagePath?, parentClass? - create_blendspace: Create blendspace. Params: skeletonPath, name?, packagePath?, axisHorizontal?, axisVertical? - add_notify: Add notify. Params: assetPath, notifyName, triggerTime, notifyClass? - get_skeleton_info: Read skeleton. Params: assetPath - list_sockets: List sockets. Params: assetPath - list_skeletal_meshes: List skeletal meshes. Params: directory?, recursive? - get_physics_asset: Read physics asset. Params: assetPath - create_sequence: Create blank AnimSequence. Params: name, skeletonPath, packagePath?, numFrames?, frameRate? - set_bone_keyframes: Set bone transform keyframes. Params: assetPath, boneName, keyframes - get_bone_transforms: Read reference pose transforms. Params: skeletonPath, boneNames?, space? ('local' default, or 'component' for composed parent-chain transforms - retarget-chain / anatomical-scale work) (#245) - set_montage_sequence: Replace animation sequence in a montage. Params: assetPath, animSequencePath, slotIndex? - set_montage_properties: Set montage properties. Params: assetPath, sequenceLength?, rateScale?, blendIn?, blendOut? - create_state_machine: Create state machine in AnimBP. Params: assetPath, name?, graphName? - add_state: Add state to a state machine. Params: assetPath, stateMachineName, stateName - add_transition: Add directed transition between states. Params: assetPath, stateMachineName, fromState, toState - set_state_animation: Assign anim asset to state. Params: assetPath, stateMachineName, stateName, animAssetPath - set_transition_blend: Set blend type/duration on transition. Params: assetPath, stateMachineName, fromState, toState, blendDuration?, blendLogic? - read_state_machine: Read state machine topology. Params: assetPath, stateMachineName - read_anim_graph: Read AnimBP AnimGraph nodes with properties & pins. Params: assetPath, graphName? - add_curve: Add float curve to AnimSequence. Params: assetPath, curveName, curveType? - set_montage_slot: Set slot name on a montage track. Params: assetPath, slotName, trackIndex? - add_montage_section: Add composite section to montage. Params: assetPath, sectionName, startTime?, linkedSection? - create_ik_rig: Create IKRigDefinition asset, optionally with retargetRoot + chains[]. Params: name, skeletalMeshPath, packagePath?, retargetRoot?, chains?: [{name, startBone, endBone, goal?}] - read_ik_rig: Read IK Rig chains, solvers, skeleton. Params: assetPath - list_control_rig_variables: List ControlRig variables and hierarchy. Params: assetPath - set_root_motion: Set root motion settings on AnimSequence. Params: assetPath, enableRootMotion?, forceRootLock?, useNormalizedRootMotionScale?, rootMotionRootLock? - add_virtual_bone: Add virtual bone. Params: skeletonPath, sourceBone, targetBone - remove_virtual_bone: Remove virtual bone. Params: skeletonPath, virtualBoneName - create_composite: Create AnimComposite. Params: name, skeletonPath, packagePath? - list_modifiers: List applied animation modifiers. Params: assetPath - create_ik_retargeter: Create IKRetargeter asset and (default) initialize the UE 5.7 ops stack: assigns sourceRig+targetRig to all ops, runs AutoMapChains. Returns chainsMapped count. Params: name, packagePath?, sourceRig?, targetRig?, autoMapChains? (default true) (#246) - read_ik_retargeter: Read IKRetargeter: source/target rigs and chain mappings. Params: assetPath (#246) - set_anim_blueprint_skeleton: Set target skeleton on AnimBP. Params: assetPath, skeletonPath - read_bone_track: Read bone transform samples from AnimSequence. Params: assetPath, boneName, frames?: [int] - create_pose_search_database: Create a PoseSearchDatabase asset (motion matching). Params: name, packagePath?, schemaPath? - set_pose_search_schema: Set the Schema on an existing PoseSearchDatabase. Params: assetPath, schemaPath - add_pose_search_sequence: Append an AnimSequence/AnimComposite/AnimMontage/BlendSpace to a PoseSearchDatabase. Params: assetPath, sequencePath - build_pose_search_index: Build (or rebuild) the search index. Params: assetPath, wait? (default true) - read_pose_search_database: Inspect a PoseSearchDatabase: schema, animation entries, cost biases, tags. Params: assetPath - set_sequence_properties: Batch-set properties on AnimSequence assets. If a path is a Montage and resolveFromMontages is true (default), resolves to its first AnimSequence. Params: assetPaths[], properties{enableRootMotion?, forceRootLock?, useNormalizedRootMotionScale?, rootMotionRootLock?}, resolveFromMontages? - bake_root_motion_from_bone: Bake delta translation from a source bone (e.g. pelvis) onto the root bone across the whole sequence; compensates the source bone so world-space position is unchanged. Params: assetPath, sourceBone, rootBone? (default 'root'), axes? (default ['x','y']), interpolation? ('linear'|'per_frame', default 'linear') - get_bone_transform: Read a bone or socket transform on a live actor's SkeletalMeshComponent. Wraps GetBoneTransform / GetSocketTransform. Params: actorLabel, boneName (or socket name), componentName? (default: CharacterMesh0 / Mesh / first SK component), space? (world|component|local, default world). Returns location, rotation, scale (#420) - list_bones: List bones in a live actor's SkeletalMeshComponent ref skeleton (name, index, parent). Params: actorLabel, componentName? (#420) - rebind_leader_pose: Re-bind every secondary SkeletalMeshComponent on an actor to a body component (default CharacterMesh0 / Mesh). One-call fix for the 'character explodes after rotating the actor' failure mode. Params: actorLabel, bodyComponent? (#419) - preview_animation: Toggle bUpdateAnimationInEditor + VisibilityBasedAnimTickOption=AlwaysTickPoseAndRefreshBones on every SkeletalMeshComponent of an actor. Bypasses the 'cannot be edited on templates' guard for level instances. Params: actorLabel, enabled (#419/#420). It is categorised as a Destructive tool in the Ue MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.

How do I enforce a policy on animation? +

Register the Ue MCP server in PolicyLayer and add a rule for animation: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Ue. Nothing to install.

What risk level is animation? +

animation is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.

Can I rate-limit animation? +

Yes. Add a rate_limit block to the animation rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.

How do I block animation completely? +

Set action: deny in the PolicyLayer policy for animation. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.

What MCP server provides animation? +

animation is provided by the Ue MCP server (ue-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.

Enforce policy on every Ue tool call.

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