AdamBroder - StayPut - Sequencer

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