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ue5-mixamo:ue5-runtime-retargeting

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UE5 Runtime Retargeting

The UE5 Retargeting system can be used at runtime to retarget animations in real-time during gameplay. Using this with the retargeting assets generated by the plugin is the quickest way to get Mixamo characters working with existing animation systems such as the Third Person Project template and the ALS plugin.

It's important to note that there is a performance cost to running the retargeting system in real-time. If performance is a concern, then it's better to generate the retargeted animation assets offline. For an idea of the offline retargeting workflow we have a guide for using Mixamo assets with the Third Person template.

Runtime Retargeting Example Setup

For this example we will use the Third Person project template. The Thrid Person template can be selected when creating a new project, or added to an existing project with the 'Add Feature or Content Pack' option in the Content Browser window.

Step-by-step

1. Import your Mixamo character and retarget with the plugin picking the SK_Mannequin as the target. Retarget the Mixamo skeleton to the Third Person Mannequin See our Getting Started guide for more information on the retargeting process.

2. Create a new animation blueprint for the Mixamo character by right clicking on the skeleton asset and selecting Create > Anim Blueprint. This will be used to perform the run-time retargeting on the Mixamo character. Create a new animation blueprint for the Mixamo character

Open the animation blueprint, add a Retarget Pose From Mesh node and connect it to the Output Pose. In the details panel for the node, make sure the Retarget From option is set to Parent Skeletal Mesh Component, and set the IKRetarget Asset to the Mannequin-to-Mixamo retargeter asset generated by the plugin (RTG_Mannequin_<Mixamo-Skeleton>). The 'Retarget Pose From Mesh' node runs the IK Retargeter using the animation from the parent skeletal mesh as the input pose

3. Create a new child blueprint (or duplicate) of the third person blueprint ThridPerson > Blueprints > BP_ThirdPersonCharacter. Create a child from the Third Person character blueprint

Open the new blueprint and add the Mixamo skeletal mesh as a child of Mannequin skeletal mesh. Set the Anim Class for the Mixamo mesh to the Animation Blueprint created in step 2. Add the Mixamo skeletal mesh to the blueprint

Now hide the Mannequin mesh by unchecking the Visible option and set the Visiblity Based Anim Tick Option to Always Tick Pose and Refresh Bones - this setting allows the animation to update when the mesh is hidden.

4. Open the Game Mode asset ThirdPerson > Blueprints > BP_ThirdPersonGameMode and change the Default Pawn Class to the new blueprint. Hide the Mannequin mesh

Open the third person demo level (ThirdPerson > Lvl_ThirdPerson) and click play. You should now see the third person game running with your Mixamo character instead of the Mannequin.

ue5-mixamo/ue5-runtime-retargeting.1764603004.txt.gz · Last modified: 2025/12/01 16:30 by Staff