Bulk assign skeleton still possible in UE5?

In UE4 I could copy in animation files, select multiple animations and then assign a skeleton to all of them. But in UE5 I haven’t found a way to do that. So if I have 200 animations, I have to open each one where I am then prompted to choose a skeleton.

Is there a new way of doing that in UE5?

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Solution for UE5

Hey, I’m sure you found out how to do this but I thought I would answer it for people who are having this issue (I just had it). I will reiterate the problem.

When going to your retargeted animation or any character animations you get an error saying something around “Can not find skeleton…would you like to find one” . (this works, just go find the skeleton for your character) But…

This would be tedious to go 1 by 1, especially if you have 20, 30, or 200 animations.

So we want to be able to find the skeleton for a bunch of animations at once.

You do it like this:

  1. Select all the animations you need to find the skeleton for. (If you select an animation with a skeleton already UE5 might crash. Only select animations without a skeleton.)
  2. Right Click → Asset Actions → Bulk Edit Via Property Matrix. A property matrix will pop up and you will see a list of all your selected animations.
  3. In the search bar on top type: skeleton. (this should also be under the animation drop-down if you look through those. But it is unnecessary)
  4. On the far right is a square made of 9 squares (you’ll know it when you see it)
  5. Click that. (Hover and it will say “Pick Asset”)
  6. Search for the skeleton for your character. Select it.
  7. IMPORTANT, you need to SAVE on that screen. Ctrl + S or CMD + S.
  8. Go back to your animations and go through them to check.
  9. Save on project level.

This will “refind” the skeleton for all your animations in one shot.

Don’t forget to save.

Hope this helps :slight_smile:

Keep Building.

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I haven’t :smile: It’s still been one of the most tedious tasks.
So I’ll definitely try that next time I get a chance.

While Bulk Edit should work, I’m running into problems with animations getting stuck in A-pose.

Probably a bug with these animations in particular, that I just happened to choose.
When skeleton is set, they remain in A-pose until additive settings are chosen (not all are the same). But if set using property matrix they’re completely bugged and changing additive doesn’t work. They had to be deleted and redone individually.

The skeleton entry in the bulk property matrix is not changeable as of 5.0.3. It’s greyed out.

Any alternative? I need it! :sob:

UE version: 5.0.3-20979098+++UE5+Release-5.0

I tried using ‘Bulk Edit via Property Matrix’ on Details panel, and selected skeleton

But now animation doesn’t work and is on “T-Pose”

Opened version 4.25.4
Did the same Bulk Edit->Details panel->Skeleton
And in this version animations works

If anyone has solution or alternative for version 5, this is my solution for now.
Open my animations and skeleton on version 4, set all animation to this skeleton, and then migrate all to version 5 with the skeleton.

I spoke too soon. It seems that when you bulk edit assets you cannot change the skeleton in the property editor tab but you can in the display tab.

Has anyone got a solution to the bulk assign issue. I tried the property matrix on a range of animations packs imported to the TPT. None of them worked after the bulk property edit. Stuck in A-pose. Only way to make it work is to each individually. Can’t believe how such a simple matter seems to be so complicated in unreal 5

There is now Replace Skeleton in the Content Browser context menu in 5.1.1

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