> ## 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 setup

> This page explains how to retarget animations and assign an animation override.

## Before you begin

Follow [Character setup](https://docs.kinemation.xyz/survival-pack/unreal/get-started/character-setup.md) to add virtual bones and create `BP_Survival_Example_Character`. Use the steps below when you need to retarget animations again, including after a pack update.

## Retarget the animations

Retargeting adapts the pack's animations to your character's Skeleton. An animation override stores the replacements, so you do not need to change the animation references on every item.

**1. Create an animation override**

In the **Content Browser**, right-click `SKM_Operator` and select **Scripted Asset Actions ▸ Create Animation Override**. This creates `DA_SKM_Operator_Override`.

![Unreal Content Browser with SKM\_Operator selected and Create Animation Override highlighted under Scripted Asset Actions](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/CreateAnimationOverrideMenu.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=94fd31045896255190ea53ec88f90547)

Create an animation override from the custom skeletal mesh.

**2. Select the animation configuration**

Open the override. Set **Config** to `DA_SurvivalPack_Config` and **Character Mesh** to your model. The configuration lists the pack's source animations and Animation Blueprints.

![Animation override data asset with Config set to DA\_SurvivalPack\_Config and Character Mesh set to SKM\_Operator](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationOverride_AssignTargetConfig.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=953eb75615d66f54940740921ea4e529)

Assign the target configuration and character mesh to the override asset.

**3. Retarget the animations**

Right-click the override and select **Scripted Asset Actions ▸ Retarget Animations**.

![Unreal Content Browser context menu for DA\_SKM\_Operator\_Override with Retarget Animations highlighted](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationOverride_RetargetAnimations.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=403c94609ac9b7a67607cc9fa954efe8)

Open Retarget Animations for the created override asset.

Choose your **IKRetargeter**. The example uses `IKRetargeter_UE5_UE5`. Check the **Source Mesh** and **Target Mesh**, review the **Animations** and **Anim Blueprints** lists, then click **Retarget**.

![Override Retarget window with IKRetargeter\_UE5\_UE5 selected and UE4 and UE5 retargeter assets visible](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationOverride_Retarget_PickIKRetargeterAsset.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=b8015b16a86ed987d831b3949cc85746)

Choose an IK Retargeter that matches your source and target Skeletons; this example uses UE5-to-UE5.

**4. Save the results**

Choose a folder for the retargeted assets, such as `Retargeted`. Then right-click `DA_SKM_Operator_Override` and select **Scripted Asset Actions ▸ Update Override**. This adds the retargeted animations and Animation Blueprints to the override.

![Unreal Content Browser showing the Retargeted folder and DA\_SKM\_Operator\_Override data asset](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationOverride_Retarget_ResultFolder.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=095f83da13dc7db8354c6eb778a4662d)

Choose a folder for the retargeted animations.

### After a pack update

Use the same override workflow when an update to Survival Pack adds or changes animations. Check that the configuration includes those animations, retarget them for your character, and run **Update Override** again. Keep your override assigned to the character so it uses the updated animations.

## Assign the animation override

Open `BP_Survival_Example_Character`. Select **Mesh** and set **Skeletal Mesh Asset** to your character model, shown here as `SKM_Operator`.

![Character Blueprint Mesh component with Skeletal Mesh Asset set to SKM\_Operator](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationOverride_AssignCustomCharacterMesh.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=bcf8b92d1e11fa202f4fcd14f42eb922)

Set the target mesh on the character Blueprint Mesh component.

Select the character's `AC_GameplayAnimation` component and add `DA_SKM_Operator_Override` to **Overrides**. Compile and save the Blueprint.

![Gameplay Animation component with DA\_SKM\_Operator\_Override added under Overrides](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationSettings_AddAnimationOverrideAsset.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=797319e8dca96a2f4168c5036dd72a68)

Add the override to the Gameplay Animation component.

Press **Play** and check movement, item use, aiming, and consumable animations with your character.


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