Documentation link - https://www.adambroder.co.uk/stayput-documentation
StayPut - Sequencer Reparenting, Made Simple
Reparent anything in Sequencer. Nothing moves.
Change any actor's parent in Sequencer without a single keyframe jumping. StayPut recalculates every transform keyframe automatically; location, rotation, scale so the actor stays exactly where it is.
One panel. Batch operations. Bone targeting. Full undo. Select your actors, pick a parent, click one button.
Three core operations, available from the right-click menu or the dedicated StayPut panel:
Parent - Stay Put: Pick a new parent. Keyframes convert seamlessly to local space, and an attach track is added. The actor follows the parent now, but it hasn't moved.
Unparent - Stay Put: Keyframes bake perfectly to world space, and the attach track is removed. The actor is independent now, but it hasn't moved.
Clean Rotation - Stay Put: Zero out rotation on any pivot. All descendant children are compensated automatically. The pivot is clean, and nothing jumped.
Features
Batch operations: Select ten actors, parent them all in one click. No repeating menus.
The StayPut panel: A clear tree view of your sequence hierarchy, always visible beside Sequencer. See your parents, children, and attachments at a glance.
Bone & socket targeting: Attach directly to Skeletal Mesh bones with full AnimBP and Control Rig evaluation. The bone's real post-IK position is sampled automatically.
Clean Rotation: Zero out a pivot's rotation while compensating every descendant — nothing moves.
Create Pivot & Parent: Generate a pivot at the center of your selection and parent everything to it in one click. Instant scene organisation.
From Playhead: Slice attach tracks at the current playhead for mid-animation space switches. Past animation is untouched, only the future converts.
Bake FPS control: Choose your bake density from 5 to 240 fps for smooth results at any playback framerate.
Handles edge cases: Non-uniform scale, deep attachment chains, and complex animated hierarchies.
Full undo: Every operation is a single Ctrl+Z.
Typical Uses
Group a messy cinematic scene under a master pivot for relocation.
Batch-parent a set of props to a moving platform in one click.
Attach a camera to a skeletal mesh bone after it's been animated.
Hand off a prop between characters mid-shot using From Playhead.
Bake a constrained actor to world space for clean FBX export.
Clean up a rotated master pivot without breaking the child layout.
Technical Details
Engine: UE 5.4 - 5.7
Platform: Windows, Mac, Linux
Format: Pure C++ editor plugin, no runtime dependencies
Builds: Not included in packaged builds (Editor-only)
Source: Full C++ source included