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
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
Keyframes bake to world space, the attach track is removed. The actor is independent now, but it hasn't moved.
Clean Rotation
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