# ue-sequence-fixer > Unreal Engine Sequence Fixer - Automates duplication, trimming, and asset repair for Line Sequences. Can clone a sequence, change its length, and attempt to auto-fix broken actor bindings. - Author: jinfeng - Repository: akiraxiao/ue-sequence-fixer - Version: 20260202084257 - Stars: 0 - Forks: 0 - Last Updated: 2026-02-06 - Source: https://github.com/akiraxiao/ue-sequence-fixer - Web: https://mule.run/skillshub/@@akiraxiao/ue-sequence-fixer~ue-sequence-fixer:20260202084257 --- --- name: ue-sequence-fixer description: Unreal Engine Sequence Fixer - Automates duplication, trimming, and asset repair for Line Sequences. Can clone a sequence, change its length, and attempt to auto-fix broken actor bindings. --- # Unreal Engine Sequence Fixer A utility skill to duplicate, trim, and repair Level Sequences in Unreal Engine 5. It is useful when you want to create a shorter version of a long sequence (e.g., cut a 20min cinematics down to 10min) and automatically fix broken object bindings. ## Capabilities - **Duplicate**: Clone an existing sequence to a new path. - **Trim**: Set the playback end time to a specific duration (in minutes). - **Auto-Fix**: Detect red (broken) object bindings and attempt to find actors with the same name in the current level to re-bind them. - **Audit**: Report missing assets in tracks. ## Usage When the user asks to "shorten", "trim", "fix", or "copy" a sequence, use the UE Python script. **Important**: This skill requires the Unreal Engine Editor to be open and the Python plugin enabled. The script is run via the `unreal_engine_expert` context or directly if you have access to the UE Python command line. Since OpenClaw runs outside UE, this skill generates the **Python Code Snippet** for the user to copy-paste into UE's Output Log, OR (if configured) runs it via a remote bridge. ### Command Pattern If the user says: "Fix the bindings in /Game/Cinematics/MyBrokenSeq" **Generate this Python command (In-place Fix):** ```python import sys import os # Dynamic path resolution for OpenClaw standard install # This works if the skill is installed in the default location on any machine home_dir = os.path.expanduser("~") script_path = os.path.join(home_dir, "clawd", "skills", "ue-sequence-fixer", "scripts") if script_path not in sys.path: sys.path.append(script_path) import sequence_repair_kit import importlib importlib.reload(sequence_repair_kit) # Execute (source only = in-place repair) fixer = sequence_repair_kit.SequenceRepairKit() # When target is same as source (or None), it performs fix on original fixer.process_sequence( source_path="/Game/Cinematics/MyBrokenSeq", target_path="/Game/Cinematics/MyBrokenSeq" ) ``` ## Examples > **User**: "My sequence 'LevelSequence_0' has broken bindings. Can you fix it?" > **AI**: Generates code to repair `/Game/.../LevelSequence_0` in-place. > **User**: "I copied a sequence to 'MyShortSeq' but everything is red. Fix it." > **AI**: Generates code to repair `MyShortSeq`. ## Workflow (Step-by-Step) Follow these steps to repair a sequence in your company project: 1. **Open the Level**: In Unreal Engine, open the Level that acts as the context for the Sequence. * *Why?* The script fixes broken bindings by searching for matching Actors in the *currently open world*. 2. **Ask the Bot**: In Discord/Chat, ask: * `@ue-sequence-fixer Fix the bindings in /Game/Path/To/YourSequence` 3. **Run the Code**: * The bot will generate a Python script block. * **Copy** the entire block. * Paste it into the **Unreal Engine Output Log** (ensure it's in Python mode) and hit Enter. 4. **Verify**: Check the Output Log for "FIXED" messages and open your Sequence to confirm bindings are restored.