Before you begin
- Complete Installation and review Sci-Fi content.
- Create project-owned folders for the child Blueprint, animation configuration, override asset, retargeted assets, and virtual-bone changes.
- Prepare
SKM_Operatorand the compatibleIKRetargeter_UE5_UE5asset. - Keep the target mesh, Skeleton, Animation Blueprint, and UE4 or UE5 animation family compatible.
Set up
1
Create a project character
Create a child Blueprint named from . Store the child in a project-owned content folder.
2
Preserve inherited runtime components
Keep . Configure project-specific behavior in the child instead of rebuilding the parent flow.
3
Configure the item classes
Populate
ItemClasses with . The parent spawns these classes into the runtime Items array.4
Initialize possession and input
Call the parent
OnPossessed behavior before project-specific setup. Add to the owning local playerโs Enhanced Input subsystem.5
Select the pawn and test
Set as the default pawn in a valid project game mode. Open and run play-in-editor.
Create an animation override for
1
Create the override asset
In the Content Browser, select . Right-click it and choose Scripted Asset Actions > Create Animation Override. Unreal creates as a data asset.
2
Assign the target configuration
Select . Set Config to and confirm that Character Mesh references .
3
Open the retarget window
Right-click and choose Scripted Asset Actions > Retarget Animations.
4
Configure and run the retarget
In the Retargeting section, set IKRetargeter to . Confirm that Source Mesh and Target Mesh resolve to the intended skeletons. Review under Animations and Anim Blueprints, then click Retarget.
5
Choose the result folder
Choose the project-owned folder when the retarget window asks where to store the generated assets. Keep generated files outside the imported pack content.After retargeting completes, select again and run Scripted Asset Actions > Update Override. This refreshes the Animation Overrides and Anim Blueprint Overrides maps with the generated replacements.
6
Apply the override to the character Blueprint
Open . Select its Mesh component and set Skeletal Mesh Asset to .Then select the Gameplay Animation component (
AC_GameplayAnimation) and add under Overrides. Save the Blueprint. The override list should contain the new asset as shown in the final state.Add custom virtual bones to
Virtual bones are non-skinnable entries in a Skeleton. Each one is parented to a source bone and follows a separate target bone. Animation Blueprints can use them as stable IK, aiming, or look-at targets.1
Open the target Skeleton
Open in the Animation or Skeleton Editor. Confirm that this is the Skeleton used by the target character mesh and procedural Animation Blueprint.
2
Choose the source bone
In the Skeleton Tree, select . This bone becomes the parent of the new virtual bone.
3
Add the virtual bone
Right-click the selected bone and choose Add Virtual Bone. In Pick Target Bone, choose . Unreal adds a
VB-prefixed entry to the Skeleton Tree.4
Name and repeat the setup
Rename the virtual bone using . Repeat the process for each target required by , then save the Skeleton.
5
Verify the Animation Blueprint
Open and confirm that its IK, aiming, or look-at nodes reference the new virtual bones. Preview a movement and aiming pose before testing the character in play-in-editor.
Virtual bones belong to the Skeleton and are generated for animation playback. They do not add skinned geometry or replace a required authored bone.