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 - read_blendspace: Read blendspace....
Accepts file system path (directory); High parameter count (76 properties); Admin/system-level operation
Part of the Ue MCP server. Enforce policies on this tool with Intercept, the open-source MCP proxy.
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. Intercept 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. Intercept 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.
tools:
animation:
rules:
- action: deny
reason: "Blocked by default — enable with approval" See the full Ue policy for all 20 tools.
Agents calling destructive-class tools like animation have been implicated in these attack patterns. Read the full case and prevention policy for each:
Other tools in the Destructive risk category across the catalogue. The same policy patterns (deny, require_approval) apply to each.
animation is one of the critical-risk operations in Ue. For the full severity-focused view — only the critical-risk tools with their recommended policies — see the breakdown for this server, or browse all critical-risk tools across every MCP server.
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 - read_blendspace: Read blendspace. Params: assetPath - 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? - 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. Params: name, packagePath?, sourceRig?, targetRig? - 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'). 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.
Add a rule in your Intercept YAML policy under the tools section for animation. You can allow, deny, rate-limit, or validate arguments. Then run Intercept as a proxy in front of the Ue MCP server.
animation is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.
Yes. Add a rate_limit block to the animation rule in your Intercept 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.
Set action: deny in the Intercept 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.
animation is provided by the Ue MCP server (ue-mcp). Intercept sits as a proxy in front of this server to enforce policies before tool calls reach the server.
Open source. One binary. Zero dependencies.
npx -y @policylayer/intercept