In this tutorial, I walk you through the complete workflow of bringing your own 3D character to life — from modeling to full locomotion inside Unreal Engine.
We start by preparing the character for Mixamo, using its auto-rigging system for a clean and quick setup. From there, I demonstrate how to bring the FK-rigged character from Maya into the pipeline and apply Mixamo animations effectively.
Inside Unreal Engine, we set up a fresh Third Person Project, import the character and animations, and replace the default UE mannequin with our custom model. I also show how to create custom inputs like Shift → Run, and then move on to building a robust Animation Blueprint, complete with Blend Spaces, State Machines, and a polished locomotion system.
By the end, you’ll have a fully functional character capable of smooth idle, walk, run, and jump transitions — ready for gameplay.
https://dev.epicgames.com/community/learning/tutorials/XOPP/binding-and-posing-on-a-custom-character-in-side-unreal-engine