Animation collapses when importing to Unreal Engine 5

I am attempting to import an animation and a skeletal mesh from animmade marketplace into Unreal Engine. The animation works perfectly fine when imported into Blender.

However, after importing it into Unreal Engine, it appears completely chaotic.

When I retarget this animation to another skeletal mesh within Unreal Engine, the result is less chaotic than with the original skeletal mesh, but it still looks incorrect.

I suspect the main issue stems from the skeleton of the original character being significantly smaller than the mesh itself.


I have limited experience working with animations, so I may be missing something important during the import process.
If anyone has insights or tips on how to address this problem, I’d greatly appreciate your guidance!

Unreal requires a root bone to be at the base of the mesh this bone needs to then hook up to the pelvis. The skeleton needs to be what is called a single hierarchy. Meaning all bones need to converge to the single root bone.

All bones should be able to collapse to the root bone

Greetings @ser.J!

A similar scenario was encountered in another thread, and the solution was to implement compatible skeletons in order to compensate the different sizes, as seen here:

Additionally, it would be a good approach to review related UE documentation about retargeting, to make sure all steps were covered in your process:

I don’t think that this is the reason, because in my case all bones converge to the “Hips” bone.

Or perhaps you mean that root bone should have exactly same name as on your example?

The root bone != pelvis (or hips in your case). It should be at world 0,0,0 between the legs of the characters going up to the pelvis.

This extra root bone is like a world offset.

Okay, I see now, thank you for clarification. Is there a way to add this bone inside UE or do I need to redact the skeleton in another program?

There is a new bone edit system though I haven’t used it myself yet

A youtube video tutorial