Custom character gets stuck in T position

Hi all,

I created a character model with Autodesk’s Character Creator, and I can’t get it working.
Somehow when I set the model in the character blueprint (I did not forgot to set anim blueprint),
it remains in a “T position”, when I play thats the same, it just slides and not playing any animation.
I checked the rigging (the bones), and seems the bones are not completely correct with UE4’s default humanoid rigging. I retargetted the bones, still did not work. I don’t know why my character is not playing anims.
btw. the file format is FBX, exported also as 3dsMax FBX, and Unity FBX, none of these worked.

Any helps would be greatly appreciated.

All I can suggest without seeing your setup through good highres pictures of your character setup, animBP graph, animBP animgraph and animations I can suggest this.

  1. Select your characters mesh in the BP and under details for animations select ‘Animation Blueprint’ and then select your animBP class below it. This seems the most likely contender.
  2. Make sure your animBP is actually communicating properly. Try a event initalize → get player character → cast to (yourCharacterBPsname) → cast failed :: print string (uh oh!) and drag off the blue pin and promote to varaibler and call it CharRef and then on event update animation do CharRef → get somevariable and then print strings its value to make sure they are communicating
  3. Make sure your animBP animgraph is working. Does the character get out of its t-pose in the preview window? Once you compile it should be in its inital state (idle animation 99% of cases)
  4. If it is, make sure your transitions are working, but since its stuck in a t-pose I doubt this is how far you need to go

Otherwise I’d suggest trying the character on a fresh project to see if its just your project. Or try updating to 4.9.1

Most likely since its stuck in a T pose you probably forgot to set which animBP to use (or even to use an animBP) in your character class or your animBP isnt communicating properly.

I suggest looking at the third person templatea project to see how their cahracter and animBP ar e setup and copying that.

Hope this helps
Don’t forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going.

Thank you for the answer, its a fresh project, third person template, and T position in the preview aswell, I sat the animation BP in the details. And I don’t have anything more, just the model’s files and everything else is clean, I haven’t touched them. When I tried to play anim in the level bp, it did not do anything. It’s stuck in the T position all times.

I post some screenshots:

What does your anim graph look like? You’ve posted the skeleton, but what happens when you directly click on one of your imported animations in the Content Browser?

I don’t have any imported anims, hold on, sorry I miswrote the title, I mean, the character does not move, the character is own, the anims are the defaults. And the character is just in the T position even in the preview.
Any ideas?

All right, now I decided to really import (and make) own animations configured for my character (I mean, the bones right now don’t match the ones in the default anims), I tried retargetting with no success, so I make my own anims. I have no experience so please if anyone knows a good tutorial about how to make it in blender, please link it, that does not mean I don’t do own research. So let’s see If I can accomplish this or not.

Okay, it seems I’m not too good at animations, im a programmer not a level designer. If anyone knows an FBX or Obj model that is compatible with UE4, please link it. If i find a model that looks good, it is never compatible with UE4.
Thanks in advice.

Look here: https://www.mixamo.com from there i’ve got plenty of animations and you can use the mixamo fuse programm to create your own character (really nice)

Look here: https://www.mixamo.com from there i’ve got plenty of animations and you can use the mixamo fuse programm to create your own character (really nice).

thank you so much, I will try that

I tried the program, but somewhere I read, I need to pay for auto rigging, and some features. So sorry, but I would stick with Autodesk character creator. The only problem is that somehow the ue default anims are not compatible with it. I started to make own anims but I’m so amateur with anims, so I don’t know should i continue this, or is there any easier solution. So please put me on the right track, I’m a bit confused.

Guys, I have good news and bad news. The good news is that I managed to be able to play with anims are working (not correctly). Now, I got my character moving, but the bad news is, it’s bugging so hard, it is in a strange squezed position (his head is on the ground, body parts are also in strange positions floating). Anyone can please help me how could I solve this?

The problem is that you haven’t re-targeted the animations for the new character’s skeleton.
Open the original skeleton (for the mannequin that works) and open retarget manager. Select humanoid. Set it up and save it.
Then open the skeleton for the new character, and open retarget manager. Select humanoid. Assign all the appropriate bones. Save.
Finally, right-click the animation blueprint that works for the mannequin, and select “re-target animations.” Make sure the recursive/referenced assets checkbox is checked (I think it is by default.)

Finally, when you change the Mesh in the character blueprint, also change the animation blueprint to the new copy that was created through re-targeting animations to that mesh. It should now animated based on that blueprint.

Thank you so much for the answer, I already tried retargetting, but maybe I did not do that properly. I will try it again as you said, and let’s see is he (my character) still doing this.

sorry, did not work

I post a screenshot to be clear, I made it moving by reinporting sk_mannequin, and replacing it with my character FBX. Somehow this made the trick. The only problem is that it is doing this:

Please help, I’m stuck.

Noone has a clue?

Now I got the character moving, but the bodyparts are everywhere just not in their original position. Any ideas?