> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# Animation override

> Retarget Sci-Fi FPS Pack animations to a custom Unreal Engine character and apply them through an animation override.

export const productName_0 = "Sci-Fi FPS Pack"

export const intro_0 = "Use an animation override to keep the source Sci-Fi FPS Pack assets unchanged while you retarget their character and item animations to a custom mesh."

export const targetMeshName_0 = "SKM_Operator"

export const overrideAssetName_0 = "DA_SKM_Operator_Override"

export const createOverrideImageCaption_0 = "Create an animation override from the custom skeletal mesh."

export const createOverrideImage_0 = 
  <img
    src="/images/gameplay-framework/unreal/CreateAnimationOverrideMenu.png"
    alt="Unreal Content Browser with SKM_Operator selected and Create Animation Override highlighted under Scripted Asset Actions"
  />

export const targetConfigName_0 = "DA_SciFi-FPS_Config"

export const targetConfigImageCaption_0 = "Assign the target configuration and character mesh to the override asset."

export const targetConfigImage_0 = 
  <img
    src="/images/gameplay-framework/unreal/AnimationOverride_AssignTargetConfig.png"
    alt="Animation override data asset with Config set to DA_SciFi-FPS_Config and Character Mesh set to SKM_Operator"
  />

export const retargetActionImageCaption_0 = "Open Retarget Animations for the created override asset."

export const retargetActionImage_0 = 
  <img
    src="/images/gameplay-framework/unreal/AnimationOverride_RetargetAnimations.png"
    alt="Unreal Content Browser context menu for DA_SKM_Operator_Override with Retarget Animations highlighted"
  />

export const ikRetargeterName_0 = "IKRetargeter_UE5_UE5"

export const retargetAssetSummary_0 = "54 animation assets and 4 Animation Blueprints"

export const retargeterImageCaption_0 = "Choose the UE5-to-UE5 IK Retargeter in the Override Retarget window."

export const retargeterImage_0 = 
  <img
    src="/images/gameplay-framework/unreal/AnimationOverride_Retarget_PickIKRetargeterAsset.png"
    alt="Override Retarget window with IKRetargeter_UE5_UE5 selected and UE4 and UE5 retargeter assets visible"
  />

export const resultFolderName_0 = "Retargeted"

export const resultFolderImageCaption_0 = "Choose the project-owned folder for the generated retargeted assets."

export const resultFolderImage_0 = 
  <img
    src="/images/gameplay-framework/unreal/AnimationOverride_Retarget_ResultFolder.png"
    alt="Unreal Content Browser showing the Retargeted folder and DA_SKM_Operator_Override data asset"
  />

export const characterBlueprintName_0 = "BP_SciFi_Character"

export const finalMeshImageCaption_0 = "Set the target mesh on the character Blueprint Mesh component."

export const finalMeshImage_0 = 
  <img
    src="/images/gameplay-framework/unreal/AnimationOverride_AssignCustomCharacterMesh.png"
    alt="Character Blueprint Mesh component with Skeletal Mesh Asset set to SKM_Operator"
  />

export const finalStateImageCaption_0 = "Final state with the animation override added under the Gameplay Animation component Overrides list."

export const finalStateImage_0 = 
  <img
    src="/images/gameplay-framework/unreal/AnimationSettings_AddAnimationOverrideAsset.png"
    alt="Gameplay Animation component with DA_SKM_Operator_Override added under Overrides"
  />

export const expectedResult_0 = "BP_ProjectPlayer uses the target mesh, AC_GameplayAnimation contains the animation override, and the override maps route playback to the retargeted assets without modifying the original Sci-Fi FPS Pack content."

## Before you begin

* Complete [Character setup](/sci-fi-fps-pack/unreal/get-started/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 {productName_0}

{intro_0}

<Steps>
  <Step title="Create the override asset">
    In the Content Browser, select <code>{targetMeshName_0}</code>. Right-click it and choose **Scripted Asset Actions > Create Animation Override**. Unreal creates <code>{overrideAssetName_0}</code> as a data asset.

    <Frame caption={createOverrideImageCaption_0}>
      {createOverrideImage_0}
    </Frame>
  </Step>

  <Step title="Assign the target configuration">
    Select <code>{overrideAssetName_0}</code>. Set **Config** to <code>{targetConfigName_0}</code> and confirm that **Character Mesh** references <code>{targetMeshName_0}</code>.

    <Frame caption={targetConfigImageCaption_0}>
      {targetConfigImage_0}
    </Frame>
  </Step>

  <Step title="Open the retarget window">
    Right-click <code>{overrideAssetName_0}</code> and choose **Scripted Asset Actions > Retarget Animations**.

    <Frame caption={retargetActionImageCaption_0}>
      {retargetActionImage_0}
    </Frame>
  </Step>

  <Step title="Configure and run the retarget">
    In the **Retargeting** section, set **IKRetargeter** to <code>{ikRetargeterName_0}</code>. Confirm that **Source Mesh** and **Target Mesh** resolve to the intended skeletons. Review {retargetAssetSummary_0} under **Animations** and **Anim Blueprints**, then click **Retarget**.

    <Frame caption={retargeterImageCaption_0}>
      {retargeterImage_0}
    </Frame>
  </Step>

  <Step title="Choose the result folder">
    Choose the project-owned <code>{resultFolderName_0}</code> folder when the retarget window asks where to store the generated assets. Keep generated files outside the imported pack content.

    <Frame caption={resultFolderImageCaption_0}>
      {resultFolderImage_0}
    </Frame>

    After retargeting completes, select <code>{overrideAssetName_0}</code> again and run **Scripted Asset Actions > Update Override**. This refreshes the **Animation Overrides** and **Anim Blueprint Overrides** maps with the generated replacements.
  </Step>

  <Step title="Apply the override to the character Blueprint">
    Open <code>{characterBlueprintName_0}</code>. Select its **Mesh** component and set **Skeletal Mesh Asset** to <code>{targetMeshName_0}</code>.

    <Frame caption={finalMeshImageCaption_0}>
      {finalMeshImage_0}
    </Frame>

    Then select the **Gameplay Animation** component (<code>AC\_GameplayAnimation</code>) and add <code>{overrideAssetName_0}</code> under **Overrides**. Save the Blueprint. The override list should contain the new asset as shown in the final state.

    <Frame caption={finalStateImageCaption_0}>
      {finalStateImage_0}
    </Frame>
  </Step>
</Steps>

<Check>
  {expectedResult_0}
</Check>

## Next step

Continue to [Project integration](/sci-fi-fps-pack/unreal/tutorials/project-integration).
