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Retarget a Marketplace character

Use this procedure to retarget a UE5 Marketplace character for Motion 1.6. Motion uses the UE5 Mannequin rig from the Lyra Sample Game.

Before you continue, create a version-control branch or a backup.

Duplicate and adjust the IK Retargeter

  1. Duplicate RTG_Mannequin_Motion into project content.
  2. Open the duplicate.
  3. Set Target IKRig Asset to the rig for the project character.
  4. Play an animation in the preview.
  5. Make sure that retarget movement is correct.
  6. Save and compile the retargeter.

If compilation gives warnings, save and compile the asset one more time.

IK Retargeter settings

Create an Animation Blueprint

  1. Right-click the target skeletal mesh.
  2. Select Create > Anim Blueprint.
  3. Open the new Animation Blueprint.
  4. Open its AnimGraph.
  5. Add Retarget Pose From Mesh.
  6. Connect it to the Output Pose.
  7. Select the retargeter duplicate in IKRetargeter Asset.
  8. Compile and save the Animation Blueprint.

Retarget Pose From Mesh node

Add the mesh to the Motion character

Do not change the Animation Blueprint on Mesh (CharacterMesh0). This mesh runs the primary Animation Blueprint.

  1. Open BP_MotionCharacter.
  2. Select Mesh (CharacterMesh0).
  3. Enable Hidden in Game.
  4. Set Visibility Based Anim Tick Option to Always Tick Pose and Refresh Bones.
  5. Select the FullBody skeletal mesh component.
  6. Assign the new skeletal mesh.
  7. Assign the new Animation Blueprint to Anim Class.

Retargeted FullBody settings

To add a headless mesh:

  1. Duplicate the FullBody skeletal mesh component.
  2. Assign the headless skeletal mesh.
  3. Disable Owner No See.
  4. Disable Cast Shadow.

Start PIE. The new character must be visible, and the mannequin must be hidden. Animations must apply to the new mesh.

Motion - Advanced First Person Character Controller