Before you begin
- Complete Character setup.
- Create or duplicate a project-owned animation configuration.
- Prepare a custom skeletal mesh and a compatible UE5 IK Retargeter.
- Create a project-owned folder for the retargeted assets.
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.