
To learn how to do this, refer to the Compatible Skeletons section of the Skeletons in Unreal Engine 5 documentation. If your Unreal Engine project contains multiple copies of the same Skeletal Mesh, you need to set up the skeletons used by each copy to be compatible with each other. The Asset Browser only shows animations compatible with the skeleton used by the source Skeletal Mesh.

In the Chain Mapping panel on the right, make sure the following properties are set to None: Search for it in the dropdown and select it. This tutorial uses the Ada Preset, whose attributes are as follows:įor this tutorial, the mesh you're looking for is named f_medium_nrw_preview. In the Details panel on the right, from the Target Preview Mesh drop-down, search for and select the preview mesh that corresponds to your MetaHuman.Īs a reminder, all MetaHuman Skeletal Meshes follow the same naming convention: gender-presentation_height_weight_mesh-purpose. This replaces the UE5 Mannequin in the Viewport with an untextured MetaHuman body mesh. In the Details panel on the right, from the Target IKRig Asset drop-down, select IK_MetaHuman. In the Preview Scene Settings panel on the right, set the Preview Mesh property to the f_med_nrw_preview Skeletal Mesh. By default, this Asset is located in the MetaHumans/Common/Common folder.ĭouble-click the IK_MetaHuman IK Rig to open it. In the Content Browser, search for the IK_MetaHuman IK Rig. A rig without a mesh will not appear in the Viewport. In this step, you will configure the MetaHuman IK Rig Asset to use a preview mesh.

Select an Animation Asset to retarget, then export it as a new retargeted Asset.Ĭonfigure the retargeted Animation Asset to use the correct Skeletal Mesh for your MetaHuman. Set up the MetaHuman IK Rig to use the correct preview mesh.Ĭreate and configure a UE4 Mannequin to MetaHuman IK Retargeter Asset. The workflow consists of the following steps:


If you need help completing this step, refer to the following pages:įor this tutorial, we will use the Ada MetaHuman Preset, but you can use any MetaHuman created with the latest version of MetaHuman Creator. If you need help completing this step, refer to the following pages in the Unreal Engine 5 documentation:ĭownload a MetaHuman and import them into your project. This page assumes you have some knowledge of the Skeletal Mesh animation system in Unreal Engine, as well as animation retargeting.īefore you can follow the steps outlined on this page, you need to do the following:Ĭreate a new Unreal Engine project based on the Third Person Template. The Animation Assets used in this tutorial are from the MCO MoCap Basics pack, which you can download for free on the Unreal Engine Marketplace.
