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Use your character mesh with the pack’s movement, weapon actions, and procedural animation. Start with a duplicate of BP_SciFi_Character; this guide calls it BP_ProjectPlayer. The example mesh is SKM_Operator; use your own mesh and a compatible IK Retargeter.

1. Add the virtual bones

2. Retarget and apply the animations

Check the result

Play as BP_ProjectPlayer and test idle, movement, aiming, weapon switching, and reloading. The hands should follow the weapon through each action. If the pose is wrong, check the virtual-bone names and targets, the retargeted layer classes, and the override assigned to Gameplay Animation.

Next step

Continue to Project integration.