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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.

Next step

Continue to Project integration.