Add a retargeted character¶
This tutorial puts your own character on the GASPALS pawns. The pawns keep animating the UEFN mannequin; your character copies that animation through an IK Retargeter. Read Characters and visual overrides first if you want the background.
You need: a skeletal mesh with its skeleton and physics asset imported into the project. Time: 30 to 60 minutes, most of it spent on the retarget pose.
Fast path for UE5 mannequin and MetaHuman skeletons
If your character uses the UE5 mannequin skeleton (SK_Mannequin) or a MetaHuman body skeleton, the IK Rig, the retargeter, the VB Camera bone and the equipment sockets already exist. Skip to step 5 and use ABP_Retarget_UE5 or ABP_Retarget_Kellan as they are.
1. Prepare the skeleton¶
Open your character's Skeleton asset.
- Virtual bone. Right-click the
rootbone > Add Virtual Bone > pickhead. Rename the new bone (VB root_head) toVB Camera, exactly. The first-person camera attaches to it. - Check the bone names. The systems need
root,pelvis,head,hand_landhand_r. The first-person overlay modes also needspine_01tospine_05,clavicle_l,clavicle_randneck_01. If your skeleton names them differently, plan on theTrueFirstPersonmode (step 6) or rename the bones in your DCC tool. - Equipment sockets. Equipment attaches to sockets on the skeleton. Open
SK_Mannequin(/GASPALS/Characters/UE5_Mannequins/Meshes), select the seven socketsoverlay_rifle,overlay_pistol,overlay_bow,overlay_box,overlay_barrel,overlay_binocularsandoverlay_torch, right-click > Copy Selected Sockets, then in your skeleton right-click the matching hand bone > Paste Selected Sockets. OnSK_Mannequinthey hang fromhand_r(rifle, pistol, binoculars, box) andhand_l(bow, torch, barrel). - Save the skeleton.
You will fine-tune the socket transforms in step 8, with the items in hand.
2. Create the IK Rig¶
Content Browser > right-click > Animation > Retargeting > IK Rig, pick your skeletal mesh. Then:
- Set the Retarget Root to
pelvis. - Click Auto Create Retarget Chains (or add them by hand). Use the standard names:
Root,Spine,Neck,Head,LeftClavicle,LeftArm,LeftLeg, finger chains, and the right-side mirrors. - Add IK goals on the hands and feet (
LeftHandIK,RightHandIK,LeftFootIK,RightFootIK) and assign them to the arm and leg chains.
Similar skeletons can start from a duplicate of IK_UE5_Mannequin_Retarget (/GASPALS/Characters/UE5_Mannequins/Rigs) or IK_Metahuman_Retarget (/GASPALS/MetaHumans/Common/Rigs).
3. Create the IK Retargeter¶
Right-click > Animation > Retargeting > IK Retargeter.
- Source IK Rig:
IK_UEFN_Mannequin(/GASPALS/Characters/UEFN_Mannequin/Rigs). Target IK Rig: the rig from step 2. - In the chain mapping, use Auto-Map Chains and check every chain.
- Retarget pose: edit the target's retarget pose until the arms, hands and fingers match the UEFN mannequin's pose in the viewport. This is the step that decides the quality of the result.
- Op stack: keep the default ops (pelvis motion, FK chains, IK). Make sure there is a Curve Remap op with Copy All Source Curves on: the hand IK weights travel as curves. The shipped retargeters have no Root Motion op.
- Preview a few animations from
/GASPALS/Characters/UEFN_Mannequin/Animations(idle, walk, a rifle pose) and fix feet, hands and pelvis.
The same retargeter is used twice: for the third-person pose and for the first-person overlays.
4. Create the retarget Anim Blueprint¶
- Duplicate
ABP_Retarget_UE5(/GASPALS/Blueprints/RetargetedCharacters) and name it, for example,ABP_Retarget_MyHero. - Open it and change its target skeleton to yours (Asset > Retarget to a different skeleton, or in the Class Settings).
- Select the Retarget Pose From Mesh node and set IK Retargeter Asset to your retargeter. Leave Retarget From on Parent Skeletal Mesh Component and the source pose pin unconnected.
- Keep the
CR_Humanoid_HandIKnode after it, and keep the Event Graph, which finds the pawn's equipment component for the hand IK targets. - Compile and save.
5. Create the character Blueprint¶
Duplicate BP_RetargetedCharacter_Manny (quickest: every setting is already there) or create a child Blueprint of BP_RetargetedCharacter_Base. Name it, for example, BP_RetargetedCharacter_MyHero.
- Select the inherited SkeletalMesh component:
- Skeletal Mesh Asset: your mesh.
- Anim Class: your retarget Anim Blueprint (
ABP_Retarget_UE5for the UE5 mannequin skeleton,ABP_Retarget_Kellanfor MetaHumans). - Keep its component tag
ThirdPersonRenderingand Visibility Based Anim Tick Option = Only Tick Pose When Rendered.
- Clothing, hair, accessories: add them as children of
SkeletalMesh, each with the component tagThirdPersonRendering.- Same skeleton and no post-process Anim Blueprint: use Leader Pose (Kellan's construction script function
EnableMasterPoseshows how). - Own skeleton with a post-process Anim Blueprint that copies the pose from the parent (typical for MetaHuman clothing): leave the anim class empty.
- Same skeleton and no post-process Anim Blueprint: use Leader Pose (Kellan's construction script function
- Keep
SkeletalMeshas the first child ofRoot. The base class makes the first child tick after the pawn mesh, which keeps the pose in sync.
6. Set up first person¶
Select the inherited AC_FirstPersonRendering component (category GASPALS > FirstPerson > Setup):
| Setting | Value |
|---|---|
| First Person Mode | FirstPersonOverlay (default). Use TrueFirstPerson if your skeleton lacks the UE-standard spine names. |
| First Person Full Meshes | Your body mesh first (it becomes the lead), then the clothing. Prefer a headless body; leave empty to reuse the third-person mesh with the head bone hidden. |
| First Person Arms Meshes / Body Meshes | Only for FirstPersonOverlaySplit. Generate them with EUB_SplitFirstPersonMesh (see Configure first person). |
| Third Person Mesh Name | SkeletalMesh (keep it unless you renamed the body component). |
| First Person Retargeter | Your IK Retargeter. Required for the overlay modes on any skeleton other than UEFN. |
| First Person Eye Offset | Start with (0, 12, 0) (what Manny, Quinn and Kellan use): 12 cm forward of the head bone. Tune it in step 8. |
7. Register the character¶
Open /GASPALS/Blueprints/GM_Sandbox, Class Defaults, and add your Blueprint to Visual Overrides Soft. Its position in the array is its index (0 = first).
If you use your own game mode, derive it from GM_Sandbox so the manager finds the list.
8. Test and tune¶
- Play. Press M until your character shows, or open the console (`) and type
DDCvar.VisualOverride <index>. - Third person: walk, run, crouch, jump, vault. Watch the feet (sliding means a chain or retarget pose problem) and the hands.
- Equipment: press T, pick the rifle, then the pistol and the bow. If an item floats or sits in the wrong place, open your skeleton, select the
overlay_*socket, right-click > Add Preview Asset with the item's mesh (/GASPALS/Systems/EquipmentSystem/Assets/Meshes) and adjust the socket. - First person: switch the camera to first person. Look down, aim (Right Button), run. If the camera sits inside the head or in front of the face, adjust First Person Eye Offset (X right, Y forward, Z up, in cm, in the head's reference pose). Aim with the rifle and check that the sights line up.
- Warnings: orange messages starting with
GASPALS First Person (...)list missing setup (noVB Camera, nohead, missing retargeter...). See Troubleshooting. - Press N to switch to the other pawn and test again. For multiplayer, run a listen server with a client.
9. Make it the default character¶
Project Settings > Engine > Data Driven CVars: set the default value of DDCvar.VisualOverride to your index. Every pawn then starts with your character, and M toggles back to the UEFN mannequin. To stop players from cycling, remove the M mapping of IA_NextVisualOverride from the input mapping contexts, or keep only your entry in the list.
Keep the UEFN mannequin on the pawn
Do not replace the pawn's own mesh with your character. The character Anim Blueprints, overlay poses, traversal montages and Control Rigs expect the UEFN skeleton; your character gets all of it through the retargeter.
Checklist¶
- Skeleton:
VB Cameravirtual bone,root/head/hand_l/hand_r, sevenoverlay_*sockets - IK Rig with standard chains and a
pelvisretarget root - IK Retargeter from
IK_UEFN_Mannequin, retarget pose matched, Curve Remap op - Retarget Anim Blueprint with your retargeter
- Character Blueprint: body mesh and anim class, clothing tagged
ThirdPersonRendering -
AC_FirstPersonRendering: meshes, retargeter, eye offset - Added to
GM_Sandbox> Visual Overrides Soft - Tested: locomotion, equipment, first person, both pawns, listen server