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Add virtual bones

Virtual bones are helper bones that the Animation Blueprints use for IK. Find your character’s Skeletal Mesh in the Content Browser and double-click it to open the Skeleton. In the Skeleton Tree, right-click the parent bone, select Add Virtual Bone, then select the target bone. Add these virtual bones to your character Skeleton:
Save the Skeleton before you continue.

Retarget the animations

Transfer animations, montage slots, and curves to your custom character with an animation override.
1

Create an animation override

In the Content Browser, right-click your Skeletal Mesh and select Scripted Asset Actions ▸ Create Animation Override.
2

Select the animation configuration

Open the override and set Config to DA_SciFi-FPS_Config.The Animation Override asset maps the pack’s original animations to the retargeted motions. Your character can then use the pack animations without manually reassigning animations in the weapon Blueprints.
3

Retarget the animations

Right-click the override and select Scripted Asset Actions ▸ Retarget Animations.Choose your IK Retargeter. Sci-Fi FPS Pack includes retargeters for UE4 and UE5 Skeletons. They transfer animations from one UE4 or UE5 character to another.Check the Source Mesh and Target Mesh, review the Animations and Anim Blueprints lists, then click Retarget.
Override Retarget window with an IK Retargeter selected and source, target, animation, and Animation Blueprint settings visible

Select an IK Retargeter and review the retarget settings before you start.

All retargeted animations, montages, and Animation Blueprints are saved in the Retargeted folder.
Unreal Content Browser showing the Retargeted folder and animation override asset

The Retargeted folder contains the generated animation assets.

Repeat these steps whenever Sci-Fi FPS Pack adds new animations.

Set up the character Blueprint

Assign the animation override

Test your character

Set BP_SciFi_Example_Character as the GameMode’s Default Pawn Class. Assign that GameMode in your map’s World Settings. See Project integration for the GameMode and input setup. Press Play to test movement, aiming, firing, reloading, and weapon switching. Check that the hands stay aligned with the weapon. If the animations look wrong, check the virtual bones, IK Retargeter, and the override assigned to Gameplay Animation. Continue to Making adjustments to adjust weapon positions, sway, and other settings.