In-engine cinematics
Build sequencer shots and render a cinematic.
20 project-authored proposals · taxonomy v1.1 · 0 new benchmark runs. Verifiers and partial-credit rules below are designs, not executed results.
- Typical applications
- Unreal Sequencer · Unity Timeline
- Class GUI-need label
G2· GUI-essential
Task proposals · 20
Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.
R06.10.01.03-T01 Cut a three-shot dialogue scene in Sequencer and render it
Original instruction
Unreal project Diner, level DinerInt. Create LS_Dialogue at 24 fps with three CineCameraActors: wide (35 mm) frames 0–95, over-the-shoulder on Mia (85 mm) 96–179, two-shot (50 mm) 180–263, using a Camera Cuts track. Render 1920x1080 PNG frames with Movie Render Queue to Renders/Dialogue/.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
drag· Drag & dropgeom· Precise geometryav· Audio/video over time- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Sequence export (commandlet): Camera Cuts sections start at 0/96/180, end 264, bound to cameras with focal lengths 35/85/50. Renders: 264 frames 1920x1080; shot-boundary detector finds cuts exactly at 96 and 180. Python plugin disabled in task build.
Proposed partial credit
20% three cameras; 35% cut frames exact; 20% focal lengths; 25% render complete
R06.10.01.03-T02 Animate a rail-dolly push-in with tracked focus
Original instruction
Unreal level Museum. In LS_Reveal (30 fps, 6 s), attach a CineCamera to a CameraRig_Rail following spline DollyPath, animate rail position 0→1 with ease-in/ease-out, enable focus tracking on actor Statue_Bust, and keep the bust centred within the middle third of frame throughout. Save.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrypath· Continuous pathvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Sequence export: rail CurrentPositionOnRail keys 0 at f0 and 1 at f180 with auto/ease tangents (velocity 0 at ends ±5%). Focus method Tracking on Statue_Bust. Projected bust centre in middle third for all sampled frames (every 10th). Python Editor Script Plugin and console commands are disabled in the task build and the agent has no terminal, so keys must be authored in Sequencer.
Proposed partial credit
30% rig on spline; 25% eased keys; 20% focus tracking; 25% framing
R06.10.01.03-T03 Build a Timeline cutscene with Cinemachine blends and dialogue audio
Original instruction
Unity project HarborStory, scene Dock. Create Timeline Cutscene_01 (24 fps): Cinemachine track with vcams CM_Wide→CM_Close→CM_Reverse (2 s ease blends) timed to dialogue lines in audio/line01–03.wav, an Animation track playing Talk_A on the Captain during line01, and record a 1080p MP4 with Unity Recorder to Recordings/cut01.mp4.
- Platforms
mac· macOSwin· Windows- Applications
- Unity Timeline · Cinemachine
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropav· Audio/video over timegeom· Precise geometry- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Parse .playable asset: audio clips at start times in cue_sheet.csv ±1 frame; Cinemachine shots ordered with 2.0 s blend overlaps; animation clip spans line01. cut01.mp4 1920x1080 24 fps, duration = timeline length ±1 frame; audio cross-correlation offset ≤1 frame. No terminal for Unity -batchmode -executeMethod; any new Editor script under Assets/ is detected by hash diff and scores 0.
Proposed partial credit
25% audio placement; 25% vcam blends; 20% animation clip; 30% recorded MP4
R06.10.01.03-T04 Keyframe a car drive that hits timing marks
Original instruction
Unreal level CoastRoad, sequence LS_Chase at 24 fps. Animate BP_Sedan transform so it passes marker actors MarkA at frame 48 and MarkB at frame 120 and stops at MarkC at frame 192, following the road (stay within 1 m of spline RoadCenter) with heading tangent to the road.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrypath· Continuous pathav· Audio/video over time- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Evaluate sequence per frame: car pivot within 50 cm of MarkA at f48±1, MarkB at f120±1, MarkC at f192±1 with velocity <1 cm/frame after; lateral deviation from RoadCenter ≤1 m for all frames; yaw within 8° of spline tangent. Python Editor Script Plugin and console commands are disabled in the task build and the agent has no terminal, so keys must be authored in Sequencer.
Proposed partial credit
40% timing marks; 30% stays on road; 20% heading; 10% stops cleanly
R06.10.01.03-T05 Assemble a master sequence from a shot list with subsequences
Original instruction
Unreal project ShortFilm. From shotlist.csv (5 shots: id, start, duration, camera actor, take), create a master LS_Master with a Shots track holding SH010–SH050 subsequences in order, each with the listed camera bound in its own Camera Cuts track, 12-frame handles, and take numbers set. Save all assets.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropclick· Point & clicktype· Text & forms- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Asset dump: LS_Master shot sections reference SH010–SH050 with start/duration from CSV (frame exact), each subsequence's camera cut bound to listed actor, handles 12, take metadata matches. Python Editor Script Plugin and console commands are disabled in the task build and the agent has no terminal, so sequences must be built in Sequencer.
Proposed partial credit
30% subsequences created; 30% ordering/timing; 25% camera bindings; 15% handles and takes
R06.10.01.03-T06 Configure Movie Render Queue for a 16-bit EXR master render
Original instruction
Unreal project Diner. Create a Movie Render Queue preset MRQ_Master: EXR 16-bit half, 3840x2160, 8 spatial and 4 temporal samples, 32 warm-up frames, output path Renders/{sequence_name}/{frame_number}. Save the preset and render frames 0–23 of LS_Dialogue with it.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer · Movie Render Queue
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & forms- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Preset asset fields exact. Renders/LS_Dialogue/ holds 24 EXR files, 3840x2160, half-float RGBA; filename numbering 0000–0023. Python Editor Script Plugin is disabled and the agent has no terminal for command-line MRQ (-MoviePipelineConfig), so the preset and render must come from the MRQ window.
Proposed partial credit
50% preset settings; 20% output naming; 30% EXR frames rendered
R06.10.01.03-T07 Animate a flickering light and fade to black
Original instruction
In LS_Bunker (Unreal, 30 fps, 10 s), key the intensity of PointLight_Hall to flicker per flicker_pattern.csv (frame, intensity) from 2 s to 6 s, then add a Fade track going from 0 to 1 between 8 s and 10 s. Render 1280x720 MP4 via MRQ to Renders/bunker.mp4.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
type· Text & formsav· Audio/video over time- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Intensity curve evaluated at CSV frames matches ±2%; Fade keys 0 at f240 and 1 at f300. bunker.mp4: mean luma of final frame <2/255; luma timeline correlates ≥0.9 with expected flicker pattern in hall ROI. Python Editor Script Plugin is disabled and the agent has no terminal for command-line MRQ renders or commandlets.
Proposed partial credit
40% flicker keys; 25% fade; 35% rendered video matches
R06.10.01.03-T08 Sync footstep sounds to animation foot contacts
Original instruction
Unreal sequence LS_Walk has a character walking with Walk_Fwd and an audio track with 8 footstep cues placed by guess. Re-time the audio sections (do not retime animation) so each footstep starts on its foot-contact frame (±1 frame at 30 fps), and add the missing 9th step at the end.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
drag· Drag & dropav· Audio/video over timevis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Contact frames computed from foot bone height minima in the evaluated animation. Audio section start frames match each contact ±1 frame (9 sections). Animation section start/play rate unchanged. Python Editor Script Plugin and console commands are disabled in the task build and the agent has no terminal.
Proposed partial credit
70% steps aligned (about 8 points each); 20% ninth step added; 10% animation untouched
R06.10.01.03-T09 Fire gameplay events from Timeline signals at exact frames
Original instruction
Unity project Heist, Timeline VaultOpen (30 fps). Add a Signal track bound to VaultController with emitters: DoorUnlock at frame 45, SparkBurst at 90, AlarmOn at 150. Wire them via SignalReceiver to the existing public methods. Play the scene and confirm the order.
- Platforms
mac· macOSwin· Windows- Applications
- Unity Timeline
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropclick· Point & clickav· Audio/video over time- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Parse timeline asset: three SignalEmitters at frames 45/90/150 with the right SignalAssets. PlayMode test logs method calls with director time: each within 1 frame of target, order correct. No terminal for Unity -batchmode -executeMethod; any new Editor script under Assets/ is detected by hash diff and scores 0.
Proposed partial credit
30% emitters placed; 30% receivers wired; 40% runtime timing
R06.10.01.03-T10 Recreate four storyboard frames as camera shots
Original instruction
Unreal level Rooftop, sequence LS_Board (24 fps). Storyboard board/01–04.png shows four compositions (subject positions, lens feel, horizon). Create one CineCamera shot per panel (2 s each) that reproduces the framing of characters Ava and Leo and the horizon line, then render one still per shot to Renders/board/.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 5 / 5
Proposed verifier
Per shot: project Ava/Leo bounding boxes from render via stencil pass; IoU with storyboard boxes ≥0.6 each; horizon angle within 3° and height within 5% of frame. Shots 48 frames each in order. Python Editor Script Plugin is disabled and the agent has no terminal for command-line MRQ renders.
Proposed partial credit
15% four shots timed; 60% composition IoU (15 points per shot); 25% horizon
R06.10.01.03-T11 Pull focus from foreground to background over a beat
Original instruction
In Unreal sequence LS_Garden (24 fps), set camera CineCam_A to f/1.8, 85 mm. Hold focus on actor Rose (foreground) until frame 72, rack focus to actor Gardener (background) by frame 96 with ease, hold to 144. Render PNG frames 60–110.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryav· Audio/video over timevis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Focus distance curve: equals camera-to-Rose distance ±2% for f≤72 and camera-to-Gardener ±2% for f≥96, monotonic between. Rendered sharpness (Laplacian variance) of Rose ROI > Gardener ROI before f72 and reversed after f96. Aperture 1.8, focal 85. Python Editor Script Plugin is disabled and the agent has no terminal for command-line MRQ renders or commandlets.
Proposed partial credit
15% lens settings; 50% focus curve; 35% render sharpness check
R06.10.01.03-T12 Retime a Timeline cutscene to a new audio edit
Original instruction
Unity project HarborStory. Editorial delivered audio/cut02_v2.wav and edit_v2.edl with new timings for 6 events. Update Timeline Cutscene_02 so animation, camera shots and SFX clips follow the EDL in/out points and the new audio replaces v1. Keep clip content unchanged; only timing changes.
- Platforms
mac· macOSwin· Windows- Applications
- Unity Timeline
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropav· Audio/video over time- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Parse timeline: each of 6 clip groups start/end within 1 frame of EDL; audio track references cut02_v2.wav at 0; clip assets and clipIn offsets unchanged except where EDL specifies. No terminal for Unity -batchmode -executeMethod; any new Editor script under Assets/ is detected by hash diff and scores 0.
Proposed partial credit
15% audio swapped; 70% six events retimed (about 12 points each); 15% content unchanged
R06.10.01.03-T13 Keyframe a Control Rig gesture to hit pose targets
Original instruction
Unreal project MetaChar, sequence LS_Greet (30 fps). Using the character's Control Rig, animate a right-hand wave: arm raised to pose_ref_A at f15, three wrist oscillations of ±25° peaking at f25/f35/f45, return to idle by f70. Keep feet planted and spine within 5° of idle. Bake to the track and save.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer · Control Rig
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometrydrag· Drag & dropav· Audio/video over time- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 5 / 5
Proposed verifier
Evaluate bone transforms: hand world position within 4 cm of pose_ref_A at f15; wrist rotation extrema ±25±4° at f25/35/45 ±1; pose ≈ idle (mean joint angle error ≤3°) at f70; foot bones drift ≤1 cm; spine ≤5°. Python Editor Script Plugin and Control Rig Python API are disabled in the task build and the agent has no terminal.
Proposed partial credit
25% raise pose; 35% wave oscillation timing; 20% return to idle; 20% constraints kept
R06.10.01.03-T14 Convert cinematic actors to spawnables so the level stays clean
Original instruction
Unreal level Plaza: playing LS_Parade leaves floats and props moved in the level afterwards. Convert the 6 parade actors bound in LS_Parade from possessables to spawnables, set When Finished to Restore State on all tracks, and remove the original level copies. Save.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickhover· Hover & context- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Sequence dump: 6 bindings are spawnables with original templates; tracks' completion mode Restore State. Level dump: those 6 actors absent. PIE play-through: level actor transforms identical before and after playback. Python Editor Script Plugin and console commands are disabled in the task build and the agent has no terminal for commandlets.
Proposed partial credit
50% spawnables; 25% restore state; 25% level clean after play
R06.10.01.03-T15 Render compositing passes with stencil layers and object IDs
Original instruction
Unreal sequence LS_Product (24 fps, 72 frames). Configure Movie Render Queue to output: beauty EXR, a stencil layer pass isolating actor Watch, an Object ID (Cryptomatte) pass, and world depth, all 1920x1080 to Renders/product/<pass>/. Render the full range.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer · Movie Render Queue
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & formsvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Four pass folders with 72 EXRs each; Cryptomatte layer present in EXR header; stencil pass alpha mask of Watch IoU ≥0.95 vs ground-truth mask on 3 sampled frames; depth channel float with plausible range. Python Editor Script Plugin is disabled and the agent has no terminal for command-line MRQ (-MoviePipelineConfig) renders.
Proposed partial credit
25% beauty; 30% stencil isolates Watch; 25% object ID; 20% depth
R06.10.01.03-T16 Follow a running character with a Cinemachine dolly track
Original instruction
Unity project CanyonRun, scene Canyon. Create a CinemachineSmoothPath along the canyon from DollyPath_Points markers, a virtual camera on a Tracked Dolly with Auto Dolly following Runner, LookAt Runner with 0.5 s damping. Add it to Timeline Intro as a 12 s shot and record frames to Recordings/intro/.
- Platforms
mac· macOSwin· Windows- Applications
- Unity Timeline · Cinemachine
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrypath· Continuous pathvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Path waypoints within 0.5 m of markers; vcam body Tracked Dolly with auto dolly on, aim target Runner, damping 0.5. Recorded frames: Runner screen-space centroid within central 40% of frame in ≥95% of frames; 12 s duration. No terminal for Unity -batchmode -executeMethod; any new Editor script under Assets/ is detected by hash diff and scores 0.
Proposed partial credit
30% path; 25% vcam configured; 15% timeline shot; 30% framing in recording
R06.10.01.03-T17 Trigger a cinematic from gameplay and hand control back
Original instruction
Unreal project Keep. Add a trigger volume at the gate in level Keep_01 that plays LS_GateOpen once via a Level Sequence Actor, disables player input and hides the HUD during playback, then restores input, HUD and gameplay camera with a 1 s blend. The cinematic must not replay on re-entry.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer · Unreal Engine 5 (Blueprints)
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropclick· Point & click- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
PIE automation: walking into trigger starts sequence; during playback input events ignored and HUD hidden; after end, view target is player camera after 1.0±0.1 s blend and input works; re-entering does not replay.
Proposed partial credit
25% trigger plays sequence; 25% input/HUD disabled; 30% clean handback; 20% play once
R06.10.01.03-T18 Render LS_Dialogue from the command line (control pair of T01)
Original instruction
Control pair of T01. With LS_Dialogue already authored and the editor GUI unavailable, render it by launching UnrealEditor-Cmd with -game -MoviePipelineConfig pointing at a saved MRQ preset, producing the same 1920x1080 PNG frames in Renders/Dialogue_cli/.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5 · Movie Render Queue
- Interfaces
term· Terminal- GUI need · task setting
CL· CLI-sufficient- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
code· Code & commands- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Renders/Dialogue_cli/ holds 264 PNGs 1920x1080 matching T01 gold renders (PSNR ≥35 dB per sampled frame). Command recorded in run.sh.
Proposed partial credit
40% command runs; 40% all frames rendered; 20% pixel match
R06.10.01.03-T19 Create a match cut with a slow-motion beat
Original instruction
Unreal sequence LS_Duel (24 fps). Between shot A (cam CineCam_Sword) and shot B (cam CineCam_Eye) make a match cut at frame 120 where the sword's screen position in A's last frame matches the eye's position in B's first frame within 5% of frame width, and slow world time to 0.25 (Time Dilation track) for frames 120–168 with 6-frame ramps.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentav· Audio/video over time- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Projected sword tip at f119 vs eye centre at f120: distance ≤5% frame width. Camera cut at 120 exactly. Time dilation curve 1.0→0.25 over f114–120, 0.25 to f162, back to 1.0 by f168 (±1 frame). Python Editor Script Plugin and console commands are disabled in the task build and the agent has no terminal.
Proposed partial credit
15% cut placed; 45% screen-position match; 40% time dilation curve
R06.10.01.03-T20 Produce a 45-second trailer cinematic from a shot brief
Original instruction
Unreal project Frontier. Per trailer_brief.md (8 shots with cameras, durations, actions, 3 title cards) and music/trailer.wav with beat markers in beats.csv, build LS_Trailer at 24 fps: all 8 shots cut on beats, title cards via a Widget/Text track, music track, and an MRQ 1920x1080 H.264 render to Renders/trailer.mp4.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Sequencer · Movie Render Queue
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
drag· Drag & dropav· Audio/video over timegeom· Precise geometryvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Shot-boundary detection on trailer.mp4: 7 cuts each within 1 frame of the brief's beat; duration 45 s ±1 frame; OCR finds 3 title texts in their windows; audio track correlates with trailer.wav at 0 offset. Per-shot action check via sequence dump (bindings, cameras). Python Editor Script Plugin is disabled and the agent has no terminal for command-line MRQ renders, ffmpeg or commandlets.
Proposed partial credit
30% cuts on beats; 20% shot content; 20% title cards; 30% music sync and render
Mapped research references
No benchmark reference is assigned to this class in the current mapping.