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This setup combines the pack character workflow with the Animation override workflow. Create the project character, retarget the animation set to its mesh, apply the override, and then add any virtual bones required by the procedural Animation Blueprint.

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_Operator and the compatible IKRetargeter_UE5_UE5 asset.
  • 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 playerโ€™s 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.

Next step

Continue to Project integration.