I’m having an issue with animation retargeting using the IK Retargeter in UE 5.7 and I’m hoping someone can help me understand what’s going wrong.
Setup:
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Source Skeletal Mesh: SKM_UEFN_Mannequin
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Target 1: m_med_nrw_body_mocap (MetaHuman from GASP/Kellan preset) — retargeting works fine
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Target 2: SKM_MHC_Wayne_BodyMesh (MetaHuman created by me in MetaHuman Creator, UE 5.7) — completely broken/deformed result
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Both targets share the same skeleton (metahuman_base_skel)
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Auto Generate Retargeter is enabled on both
The problem:
Since the warnings are identical on both targets but only the new SKM_MHC mesh is broken, the warnings don’t seem to be the root cause.
My suspicion is that the new has a different Retarget Base Pose baked into the skeletal mesh asset compared to the older m_med_nrw_* format, even though they share the same skeleton. The IK Retargeter appears to be sensitive to this difference when using Auto Generate.
Question:
What is the correct workflow for retargeting animations onto a MetaHuman created with the new MetaHuman Creator in UE 5.7?
How I fixed the hand deformation on a custom MetaHuman with GASP
I managed to minimize the hand deformation on my custom MetaHuman. The key is to correctly transfer animations from SK_Mannequin to SK_UEFN_Mannequin and set up proper IK Retarget files.
This will likely affect everyone who wants to use GASP with a custom MetaHuman, so here are the steps that worked for me:
STAGE 1 — Retarget animations to the UEFN skeleton
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In the GASP files, find IK_UEFN_Mannequin and create an IK Retarget asset from it.
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In the Details panel of that file, set Source to IK_UE5_Mannequin_Retarget and Target to IK_UEFN_Mannequin (swap the preview skeletal meshes if needed).
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In the Hierarchy tab, click Target → Auto Align → Align All Bones. This aligns the UEFN skeleton pose to match the Mannequin skeleton.
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In the Op Stack tab, delete all auto-generated Ops, then click Add Default Ops again. This recreates them with the correct settings.
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In the Op Stack tab, add a new Op: Scale Source, and set the Source Scale Factor to 0.935 so both skeletons match in size.
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In FK Chains, for all Thumb and Metacarpal chains set the Rotation Mode to Copy Local.
For Thumb chains also set Translation Mode to Orient and Scale.
STAGE 2 — Retarget animations from the UEFN skeleton onto the in-game MetaHuman
GASP itself recommends using ABP_GenericRetarget to drive MetaHuman animations at runtime.
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In the GASP files, find IK_Metahuman_Retarget and create an IK Retarget asset from it.
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In the Details panel, set Source to IK_UEFN_Mannequin and Target to IK_Metahuman_Retarget. Set the Target Preview Mesh to your custom MetaHuman skeletal mesh.
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In the Op Stack tab, delete all auto-generated Ops, then click Add Default Ops again to recreate them with correct settings.
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In the Hierarchy tab, click Source and go through each bone, setting its Transform Bone values to 0 0 0. This puts the UEFN skeleton into a clean T-Pose.
Some bones require specific rotations:
pelvis 0 90 0
clavicle_l 0 -90 0
hand_l -90 0 0
thumb_01_l 0 -45 0
clavicle_r 0 -90 180
thumb_01_r 0 -45 0
thigh_r 0 0 180
- In the Hierarchy tab, click Target → Auto Align → Align All Bones. This aligns the MetaHuman skeleton pose to match the UEFN skeleton.
- After this, the metacarpal bones of the hand should no longer collapse/merge. You can further fine-tune the result by manually adjusting the rotation of specific MetaHuman bones as described in step 4.
Hope this helps someone!